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Believable Stories for Realistic Games

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Writer or co-writer on Raven Shield, Island Thunder, Desert Siege, Rainbow Six 3, ... No elves, lava, zap guns, aliens, or cute fuzzy talking animals ... – PowerPoint PPT presentation

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Title: Believable Stories for Realistic Games


1
Believable Stories for Realistic Games
  • By
  • Richard Dansky

2
Who am I, and why am I telling you this?
  • Central Clancy Writer at Red Storm/UbiSoft
  • Writer or co-writer on Raven Shield, Island
    Thunder, Desert Siege, Rainbow Six 3, and more
  • Published Author
  • Designed, contributed to or wrote over 130
    roleplaying game books
  • Author of four novels and numerous short stories

3
Introduction
  • We are in the business of realistic games, but
  • What is a realistic game?
  • Limitations of realistic games
  • Believable vs. realistic vs. real theyre not
    always the same

4
What is a realistic game?
  • Real-world locations and tools
  • No elves, lava, zap guns, aliens, or cute fuzzy
    talking animals
  • Sometimes thats not enough the feel needs to
    be there.

5
Limitations
  • No fantasy or goofy science fiction elements
  • Real-world settings staying on the map
  • Tight boundaries can encourage creativity if
    you know what your tool set is from the start,
    you can use it more effectively

6
Definitions
  • Real What actually is and neither real nor
    realistic is always believable.
  • Realistic Using real-world instances,
    locations, technology, etc.
  • Believable Matching what the player thinks is
    realistic

7
Initial Story Parameters
  • Island Thunder
  • Third title in the series
  • Some settings already taken
  • Fan expectations set critical knives sharpened
  • Format limitations mission pack vs. game
  • Raven Shield
  • Previous work had been done
  • Assets already created
  • Whose Line Is It Anyway? writing

8
Brainstorming Techniques
  • Even realistic stories have to start somewhere
  • Island Thunder
  • What had gone before? Lets not do that.
  • Make a list and then re-assess.
  • Raven Shield
  • The importance of the villain
  • Selecting whom to go after

9
Research Techniques
  • Get your information straight!
  • Details matter or at least some of them do.
  • Tour guides, travel web sites, and tourist
    bureaus are your friends.
  • Dont be afraid to get dirty unusual sources
    can help you.

10
When You Think Youre Done
  • Re-check your facts
  • One mistake can discredit everything else you
    say.
  • Multiple sources are always better.
  • Gut check
  • Get someone elses opinion or lots of someones.
  • Listen to the comments. They might mean something.

11
Story Development
  • You need to put the pieces together.
  • Pick the right pieces.
  • Put them together in whatever order you like,
    again and again.
  • Raven Shield
  • What needs explaining?
  • Your best tool Why?
  • What in-game tools do you have to get your story
    and your explanations across?

12
Challenges in Development
  • Island Thunder
  • How much detail is too much?
  • What cant you do?
  • Do be respectful
  • Dont blow up the local landmarks
  • Be ready for cuts, and provide the sacrifice
    willingly
  • Raven Shield
  • Last minute changes addition and subtraction
  • Just in case
  • Smoothing the seams

13
Conclusions
  • Why bother?
  • Lots of risks
  • Hard work
  • Easier to just make stuff up

14
Risks Rewards
  • RISKS
  • They might not believe you anyway.
  • The headlines might catch up to you.
  • REWARDS
  • Truth is stranger than fiction, and gives better
    gameplay.
  • A better connection for the player, and stronger
    reward for success
  • Aint nothing like the real thing.

15
The End
  • Thank you for your attention
  • richard.dansky_at_redstorm.com
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