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All Stories Great and Small

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Life Interpreter (MTV Video Director) = Trivialization. Real Life Drama. The Mantra ... I, writer/game designer, pledge to make my game entertaining. ... – PowerPoint PPT presentation

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Title: All Stories Great and Small


1
All Stories Great and Small
? Small story that ends messily
  • Game Developers Conference
  • San Jose, California
  • March 4, 2003

2
All Stories Great...
  • ...and small...

3
During the next eight hours sit quietly and you
will experience the awe and mystery that
stretches from the inner mind to...
4
Storytelling in Computer Games
5
With Special Guest Stars
  • Dan Arey Jak Daxter The Precurser Legacy
  • Nate Fox Sly Cooper the Thievius Raccoonus
  • Chris Klug Earth Beyond
  • Damion Schubert Shadowbane

6
Who is that odd character next to you?
7
We need to vote Bob off the island, Daxter. He
hasnt collected a Power Cell since level one.
8
Drama
  • A play in prose or verse
  • Dramatic art of a particular kind or period
  • The art or practice of writing or producing plays
  • A real-life situation or succession of events
    having the dramatic progression or emotional
    content typical of a play

9
Real Life ? Drama
Drama ? Real Life Drama  
Real Life ? Drama  
Real Life Interpreter Drama  
Life ? Interpreter (Shakespeare) Drama Life
Interpreter (MTV Video Director)
Trivialization  
10
The Mantra
  • Take me to a place I have never gone.
  • Make me into someone I could never be.
  • Let me do things I could never do.

11
Dramatic Writing
  • Universal themes
  • Drama
  • Conflict
  • Story
  • Character
  • Stereotypes
  • Emotion
  • Suspense
  • Pace
  • Consistency

12
Try to cram story into a platform game, will
you? Only over my tastefully sanitized
disintegrated body!
13
Dan Arey
14
Sneak Preview!
15
Reading/Viewing List Addenda
  • Gaspar Noe. Irreversible
  • Charlie Donald Kaufman Adaptation
  • Christopher Nolan. Memento

16
Film Language
  • Crossing The Axis
  • Willing Suspension of Disbelief
  • The Fourth Wall
  • Dialogue
  • Geography
  • Cutting
  • POV

17
I dont know what crossing the axis is, but if
that Progen does it to me one more time, Im
gonna laser him.
18
Damn, I just shattered the Fourth Wall. Can I
get a jumpstart?
19
His pickup line is just as last century as his
haircut.
20
Mametspeak
Glengarry Glen Ross
21
Approaching a star base in Earth Beyond will
trigger a zone load and a cut scene.
22
Whats going on behind my back?
23
Dont worry about faction! Kill the writers
before story in massively multiplayer spreads!
24
Journey with us now to...
25
earth beyond!
26
Chris Klug
27
Game Language
  • Game mechanics
  • Interface
  • Design Issues
  • Interactivity
  • Obstacles
  • Skills
  • Quests
  • Rewards
  • NPCs
  • Character
  • Relationships
  • Conversations

28
I wanted a Game Mechanic, not a mechanic in the
game!
29
Game Mechanics
  • Interface
  • Design Issues
  • Create a coherent world
  • Teach the player the rules
  • Who is the player-character?
  • Maintain the illusion of a real world
  • Avoid dead ends and wandering
  • Interactivity
  • Obstacles
  • Skills
  • Quests
  • Rewards

30
First PersonAre you the character?orIs the
character you?
31
Game Mechanics
  • Interface
  • Design Issues
  • Create a coherent world
  • Teach the player the rules
  • Who is the player-character?
  • Maintain the illusion of a real world
  • Avoid dead ends and wandering
  • Interactivity
  • Obstacles
  • Skills
  • Quests
  • Rewards

32
The Quest for Storytelling
  • Run with the bulls in Pamplona
  • Play bingo for cash
  • Return home from the Trojan Wars
  • Win the hand of a Fair Maiden (The Recruit)
  • Help Jews escape Hitler (Schindlers quest)
  • Prove chivalry isnt dead (Don Quixote)
  • Appear on Jerry Springers TV show
  • Stay awake through all eight hours of this
    tutorial

33
Quest Levels
  • Unapologetic Fed-Ex for the masses
  • Variable quests with static content
  • Restricted quests
  • Limited world affects
  • Event quests
  • Neverending quests

34
Game Mechanics
  • Interface
  • Design Issues
  • Create a coherent world
  • Teach the player the rules
  • Who is the player-character?
  • Maintain the illusion of a real world
  • Avoid dead ends and wandering
  • Interactivity
  • Obstacles
  • Skills
  • Quests
  • Rewards

35
Game Language
  • Game mechanics
  • Interface
  • Design Issues
  • Interactivity
  • Obstacles
  • Skills
  • Quests
  • Rewards
  • NPCs
  • Character
  • Relationships
  • Conversations

36
What can NPCs do to you?
  • They will try to kill you.
  • They will talk to you.
  • They will trade and and buy and sell with you.
  • They will adventure with you, and attack bad guys
    or perform other simple operations.
  • They will marry you and raise a family with you.

37
Conversational Concerns
  • Interface
  • Entrance and exit points
  • Playback
  • Naturalism
  • Return Visits

38
Ladies and gentlemen... Sly cooper and and the
Family Stone!
39
(No Transcript)
40
Er...
41
Ladies and gentlemen... Sly cooper and and the
THIEVIUS RACCOONUS!
42
Nate Fox
43
Online Multiplayer
  • The Sandbox Theory
  • The Crystal Ball
  • The Human Factor
  • Interactive Story Structures
  • Traditional
  • Branching
  • Web
  • Modular
  • Storygame Structure
  • Storygame Considerations

44
The Sandbox Theory
45
Dusting Off My Crystal Ball
46
Content vs. Story
  • Zones (exploration, places to find MOBs)
  • MOBs (mobiles usually meaning stuff to kill)
  • Items (loot)
  • New Skins and Effects (artwork)
  • Quests (context for killing MOBs to get loot)
  • NPCs (housekeeping chores and way points for
    quests)
  • Levels

47
The Human Factor
"I've always depended on the kindness of
strangers.
Blanche, you aint never been online!
48
Interactive Story Structures
  • Traditional (Linear)
  • Branching (Linear Thinking)
  • Web (Simple Non-Linear)
  • Modular (Non-Linear)

Im not really sure this Medusa Helm is me.
49
Traditional (Linear)
  • Time-tested
  • Successful in a variety of media
  • Familiar
  • Guaranteed author control
  • Lots of people can write them

50
Branching (Linear Thinking)
  • Time-tested
  • Somewhat successful, but not recently
  • Familiar (many think its the only way to tell
    stories in games)
  • Guaranteed author control
  • Many people can write them

51
Web (Simple Non-Linear)
  • Fairly new
  • Somewhat successful in boxed games
  • Familiar (people confuse it with branching)
  • Less author control
  • Difficult to write

52
Modular (Non-Linear)
  • New
  • Unnoticed when it works, and a disaster when it
    doesnt
  • Unfamiliar (where are the little arrows?)
  • Apparently no author control
  • Difficult to write

53
Which one works best for games?
54
They ALL do.
And they work best in combination.
55
StoryGame Structure
56
Drama Structure StoryGame Structure
  • Strong hook
  • Compelling drama
  • Engaging characters
  • Escalating suspense
  • Surprise twists
  • Satisfying conclusion
  • Universal theme
  • Strong hook
  • Maintain the 4th wall
  • Relationship with NPCs
  • Symbiotic escalation
  • Player knowledge
  • Feeling of accomplishment
  • Universal theme

57
Symbiotic Escalation of Tension or Suspense
  • The Bad Day at the Office

58
Game Structure Considerations
  • Maintaining consistency of style
  • Providing rewards (without obvious leveling)
  • Hiding the numbers (die rolls, HPs)
  • Tracking variables (order of modules, states set,
    flags tripped relationships, status, knowledge)

59
Hints 1
  • Use NPCs, description of action, rewards and
    dialogue to hide the numbers
  • Leveling
  • Hit points
  • Skill points
  • Damage counters

60
Replace explicit numbers with real-world style
accomplishments for Player Characters to truly
feel as if they live in the world of the game.
61
Hints 2
  • Maintain a database to track
  • Items owned
  • Skills learned
  • PC health
  • Increased level of abilities
  • General reputation
  • Stories completed
  • Scenes within a story completed
  • Knowledge acquired
  • NPC relationships

62
Attach that database to every Player Character.
I need to finish that quest for Sacred Rogaine.
My guild doesnt love me anymore.
I now own the best weapon on this planet.
63
Hints 3
  • Create worlds that dont rely on players to make
    up the stories
  • Create story scenes as independent modules
  • Use web or branching structures to tailor
    conversations based on a PCs experience
  • Use traditional linear scene progression for
    rewards, major advancements in plot
  • Allow the world to react to players knowledge

64
Use every trick you can think of that youve seen
in the best movies, TV, drama and literature as
story-related substitutes for the usual
simplistic tracking of statistics.
65
World Premiere!
66
Damion Schubert
67
End Game
  • The Pact
  • Why make games?
  • What kind of games do we want to make?
  • Your questions

68
The Pact
  • I, writer/game designer, pledge to make my game
    entertaining.
  • I, game player, pledge to go along for the ride.

69
Your Questions
Fire at will!
70
THE END
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