Interactive Storytelling for Video Games Chapter 3: The Hero PowerPoint PPT Presentation

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Title: Interactive Storytelling for Video Games Chapter 3: The Hero


1
Interactive Storytelling for Video GamesChapter
3 The Heros Journey and the Structure of Game
Stories
  • Josiah Lebowitz
  • Chris Klug

2
Writing a Game Story
  • Story writing involves many different elements
    including creating an interesting setting,
    developing believable characters, planning a
    satisfying ending, and just having the discipline
    to sit down and write it all out.
  • Every writer has different opinions on which
    parts of the process are the most challenging.
  • When working in games, writers are often given an
    outline created by a designer or creative lead
    and tasked with expanding it.

3
Types of Stories Best Suited for Games
  • Some types of stories that are common in books
    and films such as romance and sitcoms arent
    often seen in games.
  • Games encourage a high degree of interactivity.
    Without interaction, a game isnt a game.
  • External conflicts such as fighting and strategy,
    exploration, and puzzle solving are much easier
    to portray in games than internal conflicts (such
    as emotional trauma or deep thought). Therefore
    a proper game story needs to support a large
    amount of one or more of those elements.
  • Games are easier to make and play if they focus
    on a single main character or group of
    characters, rather then frequently changing
    perspectives.

4
Using Non-Ideal Stories
  • Stories without large amounts of external
    conflict and/or with large casts of characters
    can be used in games, though it requires careful
    planning to design and appropriate and enjoyable
    form of gameplay.
  • Japanese dating sims such as Love Plus and more
    artistic abstract titles such as Flower
    demonstrate how non-ideal story types can be
    turned into enjoyable games.

5
The Heros Journey
  • The heros journey is the story structure around
    which many famous stories are based. Joseph
    Campbell was the first to formally define the
    journey.
  • A number of ancient myths such as Gilgamesh,
    Beowulf, and The Iliad and Odyssey use the heros
    journey structure as do more modern works like
    Star Wars and Harry Potter.
  • It works especially well for stories about heroic
    quests, epic adventures, and journeys of
    enlightenment.
  • The heros journey is so prevalent that many
    writers with no formal knowledge of the structure
    still use it in their stories.
  • The heros journey is just a framework and isnt
    mean to be followed verbatim. Its meant to be
    used, modified, and even ignored as needed. Its
    also by no means the only story structure out
    there.

6
The Structure of the Journey
  • The journey can be broken into three acts the
    departure, the initiation, and the return.
  • These acts then be further broken down into
    anywhere between 10 and 17 stages.
  • Its important to note that some stages are
    optional and can be skipped and/or re-ordered as
    needed.

7
Stage 1 The Ordinary World
  • The story begins with the hero living out his
    ordinary life. Note that its ordinary in
    relation to the hero, not necessarily to the
    players.
  • This is a chance to introduce the hero and show a
    bit about him and the world where he lives.
  • This section shouldnt be too long or it can get
    boring.
  • In Game Arts Lunar Silver Star Harmony, the game
    opens with Alex living a peaceful life in a small
    town with his friends.

8
Stage 2 The Call to Adventure
  • Something needs to make the hero leave his
    ordinary life behind.
  • Sometimes hell be requested or even forced to
    leave. Other times he may just become tired with
    his life and long to do something different.
  • The call often sets up the start of the main
    plot, such as an attack by the main villain, but
    at times the hero leaves for unimportant reasons
    and doesnt get pulled into the main plot until
    later on.
  • How the hero responds to the call says a lot
    about him.
  • In Lunar, Alex and his friends encounter the
    dragon Quark. He senses that Alex has potential
    and urges him to leave home and begin a quest to
    become the new Dragonmaster.

9
Stage 3 Refusing the Call
  • While some heroes are eager to begin their
    journey, others have reservations. They might be
    worried about the danger or unwilling to leave
    their home and loved ones behind. Some are just
    lazy.
  • If the hero refuses the call, something has to
    happen in order to change his mind.
  • At times the heros initial refusal is a good
    thing but most often it results in a tragedy
    which forces him on his path.
  • In Lunar, while Alex is eager to follow Quarks
    advice, his childhood friend Luna is afraid to
    leave the only home shes ever known. But Alex
    refuses to leave without her and manages to
    change her mind.

10
Stage 4 The Mentor
  • Many heroes initially lack the skills and
    knowledge needed to succeed in their quest.
  • A more experienced mentor can help prepare him
    for what lies ahead.
  • A cliché mentor is old, wise, and sure to die
    heroically before the heros training is
    complete, but not all mentors fit that mold.
  • In Lunar, Alex and his friends run into trouble
    early on and are saved by the swordsman Laike,
    who goes on to give Alex aid and advice
    throughout his adventure.

11
Stage 5 The First Threshold
  • To finish out the first act, the hero must
    complete his first big challenge and pass the
    point of no return.
  • It can be a physical challenge or a mental one.
  • This reaffirms the heros resolve and sets him
    firmly on the path of adventure.
  • In Lunar, Luna tries to back out as the group
    prepares to leave their home island behind, but
    Alex convinces her to come with them.

12
Stage 6 The Journey
  • This stage makes up the vast majority of the
    story.
  • In it, the hero travels the world, makes friends
    and enemies, grows more skilled and confident,
    and determines his final goal.
  • In Lunar, the journey begins when Alex leaves his
    home island behind and ends when he and his new
    friends prepare to assault Ghaleons fortress and
    rescue Luna.

13
Stage 7 The Final Dungeon
  • This stage doesnt need to actually contain a
    dungeon, though in video games it often does.
  • Stage 7 is comprised of the heros plans and
    actions leading up to (but not including) the
    final confrontation.
  • Its a time to wrap up loose plot threads and set
    everything up for the heros greatest challenge
    (the final boss, hardest puzzle, etc).
  • In Lunar, after their first failure to save Luna
    from Ghaleons clutches, Laike helps Alex and his
    friends regroup. They then press on and
    successfully fight their way to Ghaleons inner
    sanctum.

14
Stage 8The Great Ordeal
  • This is the moment everything has been building
    towards as the hero confronts his greatest enemy,
    undertakes the ultimate test of his skills, or
    the like. Its also the end of the second act.
  • In a game, this stage usually takes the form of a
    final boss battle or puzzle.
  • Often the hero has to overcome not only the
    external challenge but his own inner demons as
    well in order to triumph.
  • In Lunar, Alex and his friends face off against
    Ghaleon, who is using Luna to reawaken the
    goddess Althena so he can take her power and
    become a god himself. They manage to defeat him
    after a long and difficult battle.

15
Stage 9 The Prize
  • Heroes rarely undertake dangerous journeys just
    for fun. Theyre out to rescue the girl, claim
    the treasure, save the world, or the like. This
    stage is where they finally achieve their
    ultimate goal.
  • Depending on the heros personality and the
    nature of the prize, the hero may react with joy,
    introspection, or disappointment.
  • In Lunar, once Ghaleon is defeated the world is
    safe and Alex and Luna are finally reunited

16
Stage 10 The Road Home
  • With the prize in hand (literally or
    metaphorically) its time for the hero to return
    home to the ordinary world (or occasionally a new
    home discovered during the journey).
  • Things dont always go as planned and this is the
    time to throw in any last minutes twists or
    challenges (such as the real final villain
    appearing or the villains fortress collapsing).
  • In Lunar, Alex discovers that hes too late and
    Luna is gone, replaced by the reborn Althena.
    However, he manages to reawaken her memories.

17
The Return 11
  • Now that any last threats have been dealt with
    (at least until the sequel) its time for the
    hero to return home and bring the story to and
    end.
  • An ending thats too short can leave players
    unsatisfied while one thats too long can become
    boring.
  • Writing good endings is often a writers greatest
    challenge.
  • In Lunar, Alex and Luna reunite and return home
    to their peaceful life.

18
Common Themes and Clichés in Game Storytelling
  • Clichés can be good or bad depending on how
    theyre used.
  • Games have a large set of common themes and
    clichés, some of which are gameplay based
    (exploding barrels) and others which are story
    based (amnesia).
  • Clichés start because they were used in popular
    stories and worked well. They also make it
    easier for players to identify with the story.
  • Even though theyre predictable, they can still
    work well.
  • If overused, theyll make a story feel generic
    and corny.

19
A Few Common Clichés
  • The Amnesiac Hero Provides a good excuse for the
    hero to learn basic things that he should know
    but the player doesnt. It can also set up for a
    big reveal later on when the hero gets his
    memories back.
  • The Evil Vizier Getting betrayed by someone in a
    position of power is shocking and makes things
    far more challenging for the hero.
    Unfortunately, evil viziers (or ministers,
    friends, etc) tend to be extremely easy for the
    player to spot, making him wonder why the heroes
    take so long to figure it out.
  • No One Noticing the Evil Vizier Despite the fact
    that evil viziers typically sport an evil haircut
    and lots of highly suspicious dialogue, no one
    ever seems to question their loyalty.

20
A Few Common Clichés
  • The Last of His Race If the hero or one of his
    friends is the last of his race (or village,
    family, etc) it provides an easy excuse for him
    to go after the villain (who probably killed all
    the others) and to gain special powers that no
    one else has.
  • I am You Father Ever since The Empire Strikes
    Back, its quite common for the heros father,
    brother, or the like to be either the main
    villain, one of the main villains closest
    followers, or a legendary hero who isnt as dead
    as everyone thinks he is.
  • A Party of Clichés Most heroes groups of allies
    include at least a few of the following a
    beautiful mysterious girl, a rebellious princess,
    a tough warrior girl, a grizzled veteran soldier,
    an unemotional or emo character, and a cute (but
    generally useless) creature of some sort.

21
A Few Common Clichés
  • Saving the World From Evil No matter what the
    heros original goal was, hes almost certain to
    end up saving the world, often from some ancient
    evil who was recently revived or just likes to
    stop in for a visit every so many years.
  • The Ancient Civilization A highly advanced
    civilization used to exist a long time ago but
    was mysteriously wiped out, leaving an enormous
    amount of ruins and artifacts behind. They were
    probably destroyed by the ancient evil and have
    some connection to the hero or one of his friends.

22
When to Use and Avoid Clichés
  • Limit the number of clichés you use in a single
    game.
  • Twist clichés around to make them feel different
    and new while catching players off guard.
  • Use clichés to mislead the player. For example,
    use a seemingly evil (but actually good) vizier
    to draw attention away from the real enemy agent.
  • Dont use clichés for the sake of using clichés,
    unless youre trying to make fun of them in a
    comedy based story.

23
Things to Consider
  • When writing a story, what parts do you have the
    easiest time with? What parts are the most
    difficult?
  • List some video games youve played which used
    non-ideal story types. Did the writers and
    designers succeed in turning the stories into
    enjoyable games? Why or why not?
  • Take a look at the story from one of your
    favorite games, break it into stages, and see how
    well it fits within the Heros Journey structure.
  • Choose a game youve played recently and make a
    list of all its clichés.
  • Think of a game that used a cliché in a very
    different and unexpected way. How did the writer
    change the cliché to accomplish this?
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