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Interactive Storytelling for Video Games Chapter 7: Fully Traditional and Interactive Traditional Stories

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Title: Interactive Storytelling for Video Games Chapter 7: Fully Traditional and Interactive Traditional Stories


1
Interactive Storytelling for Video GamesChapter
7 Fully Traditional and Interactive Traditional
Stories
  • Josiah Lebowitz
  • Chris Klug

2
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3
Fully Traditional Stories and Video Games
  • Fully traditional stories are the classic form of
    storytelling used in books and film. They cant
    be changed in any way.
  • Video games are, by definition, interactive.
    Fully traditional stories are not.
  • There have been a few games which use fully
    traditional stories, but their lack of
    interactivity makes them closer to movies or
    digital novels than true games.

4
Higurashi When They Cry
  • Released by 07th Expansion in 2002 (PC).
  • A Japanese visual novel with a dark suspense
    filled story.
  • Essentially a first person novel with images,
    music, and sound effects.
  • No interactivity other than advancing the text.
  • The graphics and sound add a lot to the story but
    the lack of interactivity means its not a true
    game.

5
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6
What is an interactive traditional story?
  • Interactive traditional stories combine the
    tightly controlled narrative of fully traditional
    stories with a degree of interactivity.
  • Theyre used in a wide variety of video games.
  • While the player cant change the main story in
    any significant way, he can still interact with
    the world and characters.

7
FINAL FANTASY X
  • Released by Square in 2001 (PS2).
  • Features an deep and emotional interactive
    traditional story.
  • The player cant change the main plot in any way.
  • Outside of story scenes, the player is free to
    explore the world and take on numerous optional
    quests.

8
Creating Interactive Traditional Stories
  • In many ways, the easiest type of game story to
    create.
  • Because the main plot cant be changed, its much
    like writing a movie script or novel.
  • Depending on who youre working for, you may be
    given a basic plot to expand or create everything
    yourself.
  • You need to ensure that the story allows for a
    large amount of gameplay (fighting, exploration,
    puzzle solving, etc).
  • Think about which scenes should and shouldnt be
    interactive.
  • Think about how the player will interact with the
    world and characters outside of key story scenes.

9
Branching Dialogue and Interactive Traditional
Stories
  • In interactive traditional storytelling,
    branching dialogue cant change the story so all
    the branches eventually come together.
  • Despite that, the NPC should still react to the
    players choice and change the dialogue
    accordingly.
  • NEVER loop a conversation until the player
    chooses the option you want. Have the NPC argue
    or reason with the hero to change his mind.
  • NEVER give the player a choice between two
    essentially identical dialogue choices, its
    completely pointless.

10
The Strengths of Interactive Traditional Stories
  • The writer can fine tune every scene to ensure
    proper pacing and convey the right emotions to
    the player.
  • Because the story cant be changed, highly
    emotional scenes have far more impact than in
    player-driven stories.
  • Theres no need to worry about the player
    screwing things up, losing track of the main
    plot, or missing vital pieces of information.
  • Its much easier to keep the story and characters
    believable and consistent than in player-driven
    stories.
  • They provide the player with a strong illusion of
    control, while still presenting a well crafted
    narrative.

11
FINAL FANTASY VII
  • Released by Square in 1997 (PS).
  • Heavily influenced the game industry.
  • Features a deep twisting narrative full of
    memorable characters.
  • Contains a death scene considered by many to be
    one of the most emotional moments in gaming
    history.

12
The Weaknesses of Interactive Traditional Stories
  • Because the player cant change the main plot,
    the burden of creating an interesting, engaging,
    and ultimately satisfying story falls solely on
    the writer.
  • If the writer isnt up to the challenge, theres
    nothing the player can do to improve the story.
  • Poor pacing or uninteresting characters can ruin
    an otherwise good story.
  • An unsatisfying ending can leave players feeling
    as if they wasted all the hours spent playing the
    game.

13
Things to Consider
  • Do you consider games using fully traditional
    stories, such as Higurashi, to be true games? Why
    or why
  • List ten games youve played which use
    interactive traditional stories.
  • Pick three of the games from your list. In what
    ways did they allow you to interact with their
    world and characters?
  • When playing those three games, were there any
    times in which you really wanted to take control
    and change the story? Explain why and how you
    wanted to do so.
  • Do you think the changes you proposed would have
    made the rest of the stories significantly better
    or worse? Why or why not? Do you think most other
    players would agree with you?
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