Title: Multimedia Games Development COM429
1Multimedia Games Development COM429
- Week 9 Storytelling Process
2Learning Outcomes
- Understand the process of story telling in the
context of computer game development process - Be aware of standard storytelling techniques
- Understand plot development, conventions and the
roles each character type plays
3Storytelling in Games
- Until recently storytelling in computer games was
mainly restricted to adventure games - Majority of games of all genres now have
storylines or story elements - Storyline can be an integral part of game or may
just provide context - Important to understand the storytelling process
4Storytelling in Games
- Every story has 3 key parts, the plot, the
setting - and characters
- The plot is about how a drama/story unfolds and
develops - The setting is the world being explored in the
story, it includes the world geography, history
and setting - The characters are the participants in the story,
having experiences and interacting with world
elements
5Traditional Storyline Structures
- Storytelling is an ancient art. It follows a
- traditional structure/formula. There are 2 forms
- predominant in gaming
- The Three Act Structure
- The Heros Journey (Monomyth)
6Three Act Structure
- Common Hollywood technique
- Simple idea/structure
- A story has a beginning, middle and an end
7Three Act Structure Beginning
- Capture player interest by placing them into the
action or drama of the story - Back story and background events are introduced
- Objective of this stage is to capture the
players attention by drawing them into the story - This phrase should also introduce the quest or
players task as early as possible
8God of War Beginning
- God of War tells the story of Kratos
- The game's opening shows Kratos hurling himself
down a mountain because the gods of Olympus have
abandoned him - During the game you learn what made Kratos switch
from a brutally efficient mass murderer to a
suicidal cliff diver.
9Three Act Structure Beginning
- Different approaches to the Beginning
- One approach is that the game starts with the
plot already in motion and the problem introduced
immediately - Back story/background information is added later
- Other approach is to start with back story before
the problem is introduced - This allows the player to bond with the character
10Three Act Structure Middle
- Middle section of the story usually involves a
range of obstacles that the character must
overcome to resolve the problem - Additional back story/background is introduced
here
11Three Act Structure Middle
- Essential to introduce new obstacles throughout
the middle section - Each task accomplished should lead to a harder
challenge - Hero must face choices that make them develop and
grow - Game play focuses on mental and physical tasks
- Story driven conflict plays on emotions
12Three Act Structure Middle
- Traditionally obstacles appear in a linear
fashion - Game platform allows for non linear plot
development based on multiple paths - This allows player freedom and more control over
their experience
13Three Act Structure End
- The end is where the problem identified in the
beginning is resolved - The player has achieved the long-term objective
of the game - The end should bring together and resolve all
themes and issues introduced in the game
14Three Act Structure End
- At the end of the game, the player must overcome
the final boss or villain - This boss was the main source of the
obstacles\challenges in the game - This act of vanquishing the final boss should be
very rewarding for the player
God of War 2 Final Boss
15Three Act Structure End
- Game non-linearity can provide multiple paths
through the middle act - It can also provide multiple endings to a game
- Each ending should make sense to the player in
the context of their actions in the game - These alternate endings should reflect success or
failure based on players actions in the game
16Multiple Endings
- Path through Shadow the Hedgehog is six stages
long followed by a final boss fight - There are 326 different paths you can take in the
game - With over 20 levels to explore
- And many different endings to see
17Three Act Structure Summary
- Three act structure is a simple and easy to
- follow template for a game story line. It is
based - on simple premise
- Get your hero in a mess
- Make it worse
- Get the hero out of the mess
18Heros Journey (Monomyth)
- Heros Journey or Monomyth
- Common cross cultural story pattern
- Common in films e.g. Star wars
- Can be used in games
19Heros Journey (Monomyth)
20Heros Journey (Monomyth)
- Home/exposition is where the main character is
introduced in ordinary surroundings before the
start of the adventure - Call is where the main character is called to an
adventure. They leave their ordinary world to go
on a quest or journey - Leads to another unknown world
21Heros Journey (Monomyth)
- Refusal is where the hero initially rejects the
call as they do not want to leave the comfort and
safety of a familiar world - Usually the decision to leave is not
straightforward leading to ramifications later - Further information is usually given at this
stage by a mentor that changes the heroes plans - This leads to the heroes departure to undertake
the quest
22Heros Journey (Monomyth)
- The hero is tested during the journey usually in
the form of challenges - These challenges involve solving problems, facing
their fears and defeating enemies - This process allows the hero to growth and
develop - The journey usually ends with the hero rewarded
(not always but usually)
23Heros Journey (Monomyth)
- The journey involves many ordeals
- Usually the biggest challenge is near the end
when the hero is nearly safe - This is usually the greatest conflict and can
lead to success or failure - This usually involves resurrection where an enemy
reappears (Twist in the tale)
24Heros Journey (Monomyth)
- The return marks the end of the journey
- The hero returns to the ordinary world left
behind at the start of the story - The process is circular, it ends where it begins
but the hero has under gone a life changing
experience - The circular format allows the process to begin
again
25Heros Journey (Monomyth)
- This structure is not rigid and can be varied,
this stops the format being overused or becoming
stale - Story can focus on individual stages
- Some stages can be omitted
- Resurrection is widely used in games where the
boss returns - This format is not suitable for multi-character
stories with multiple main characters
26Developing the Plot
- The plot is how the story unfolds rather than
what the story is about - It is about how the elements connect and are
related and interact - Every storytelling format has plot elements to
guide the story along
27Plot Development
- In computer games game play and plot are
inherently interconnected using story elements - Obstacles and challenges are linked to plot of
the story engaging the player - The story progresses by the completion of
challenges and removal of obstacles
28Conflict Balancing
- Tension is maintained by having the player always
close to disaster and narrowly escaping - This necessitates careful balancing in the design
of the story and the game play - Extra effort required in multi-player games where
balance between players must be maintained
29Emphasis Shifting
- To keep the player interested and the story
dynamic it is necessary to shift the focus of the
player - This gives the player the choice and freedom to
deviate from the main storyline but at some stage
they need to return - This is achieved by varying quests, missions and
tasks and introducing new characters or weapons
30Foreshadowing Events
- Foreshadowing is a standard technique hinting
- at a some future event or forthcoming change.
- It serves a number of purposes
- To provide a warning to the player
- To set mood or tone
- To build anticipation or a feeling of trepidation
- To engage player (second guess outcome)
- To set the tone or mood in the game
31Suspension of Disbelief
- Suspension of disbelief relates to a players
- acceptance of the artificial world created within
- the game
- It allows for the acceptance of the rules and
experiences of the game world - Immersion allows the player to become totally
involved in the game blocking out the real world
accepting it as reality
32World Consistency Realism
- Realism is used in games to mimic real world as
closely as possible (Genre dependant) - World consistency is essential to maintain player
immersion - Regardless of context the story/plot must be
believable in terms of consistency
33Plot Development Interactivity
- Computer games are an interactive medium
- Storyteller shares/cedes control of story flow
with the player - In some instances the player takes on the roles
of story formation and guides plot development
34Nonlinear Plot Development
- Traditional storytelling follows a linear path
developing temporally - Computer games add interactivity giving player
choice - Balance required between linear nature of the
storyline and non linear action facilitated by
player freedom
35Nonlinear Plot Development
- This is usually achieved through a series of
linearly connected open areas - This allows the player the freedom to undertake
challenges in their own time which results in a
variety of game experiences - These individual episodes are put together in a
linear fashion enabling the storyteller to
retain control over the story
36Fourth Wall Convention
- Fourth wall convention is theatrical reference
- Tradition theatre sets have three walls
- The audience views the play through the invisible
fourth wall - Actors perform as if the fourth wall is as real
as the others - Ignoring this convention removes the illusion
that the actors on stage are not aware that
someone is watching them
37Fourth Wall Convention
- Traditionally you comply with this convention
- Breaking it reduces player immersion as the
actors are acknowledging the game is not real - Occasionally (carefully) done in the form of
commentary
38Crisis, Climax Plot Resolution
- Crisis, climax and resolution is another classic
- approach used in storytelling
- Crisis is where the challenge is introduced and
tension begins to build - Climax is the moment of truth e.g. moment of
confrontation, accusation, conflict or violence - Resolution is the outcome of the climax brought
about by the crisis
39Crisis, Climax Plot Resolution
- Tension is raised through a crisis climax
-resolution format (Major story arc)
40Minor Story Arcs
- There are also minor story arcs
- These are made of single crisis, climax,
resolution sequences
41Story Setting
- Story setting is typically well done in the
latest - computer games aided by photo-realistic
- graphics and high quality sound
- A story setting involves the entire game world
- It includes mood and atmosphere elements e.g.
time, weather - These individual element combine together to
create the game world
42Story Setting
- The creation of a good setting for a computer
game is - a complex process
- The story setting should flow naturally from the
game idea - All other elements should be set in this context
- The setting should engage the players senses to
increase immersion
43Stalker Shadow of Chernobyl
44Stalker Shadow of Chernobyl
45Game Characters
- Characters are usually an integral and central
part of a story and can make a game - It is essential to ensure the characters are well
thought out and developed
46Game Characters NPCs
- Characters are controlled by the player or the
game (NPC) - Player Characters (PCs) are characters controlled
by the player - If there is a single central character it is
referred to as the players avatar - Option to have multiple player controlled
characters
47Game Characters NPCs
- Two basic approaches to player character
- development
- Create the bare bones and let the players
imagination do the rest - Develop the complete character with a well
defined persona - Both options can be used successfully
48Game Characters NPCs
- NPCs (Non Player Characters) are characters not
controlled by the player - Typically controlled by game AI
- NPCs take on various guises to implement
elements of game play
49Game Characters NPCs
- NPCs fulfill a range of roles in computer
- games
- Help develop storylines, set the tone and convey
emotions or reactions - Main player character will fight the boss without
fear - The strength of the boss character can be
conveyed in NPCs e.g. cowering or running away
50Game Character Types
- Range of common character types used in computer
- games
- Licensed characters that exist in the real world
or another medium (Movies) - Mythic characters are based in history
- Animal characters derived from animals and given
human characteristics - Historical characters from real world history
- Fantasy characters created from scratch
51Game Character Roles
- Range of (classic) roles a character can take in
- a game
- Hero role (Usually the player)
- Role is to overcome challenges and difficulties
while making a few sacrifices on the way - Hero typically perform all their own stunts
52Game Character Roles
- Mentor is a character who guides the hero towards
some action - Usually portrayed as older and wiser to give
guidance and advice - Usually on the heroes side
53Game Character Roles
- The shadow is the opposite of the hero and is
usually the made villain in the computer game - Usually main cause of characters problems
- May not appear until the game climax (Raises
tension) - Game may include minor shadows
Shadow the Hedgehog
54Game Character Roles
- Main character allies are characters that aid the
hero and help with tasks - Allies can take many forms and can be sidekicks
or pets etc - E.g. Miles "Tails" Prower from the Sonic the
Hedgehog series
55Game Character Roles
- Guardian characters are used to impede and test
the main character - These can be lieutenants of the shadow
A Tank monster from Quake II.
56Game Character Roles
- Trickster is typically a neutral character used
to create mischief and cause damage or
inconvenience - Can be used to steal players goods or weapons
57Game Character Roles
- A damsel in distress is a character that has been
kidnapped by a villain - Usually requires the hero to come to their rescue
Princess Peach Super Mario Bros
58Game Character Types
- As well as character roles there are also
- classic character types associated with any
- Story. These include
- Protagonists
- Antagonists
- Co-protagonist
- Supporting characters
59Game Character Types
- Protagonist is the main character in the game.
- In a single player context the story will center
- around this entity.
- The protagonist will move the story forward by
- causing things to happen rather than reacting
60Game Character Types
- Protagonists are not always good and not always
the hero - In some instance the protagonist can be a villain
or anti-hero - Classic types include the vigilante, the drifter
and the noble criminal
61Game Character Types
- The antagonist opposes the protagonist and need
not be good or evil - An antagonist is a character or an institution
who represents the opposition against which the
hero(es) or protagonist(s) must contend - Classically where the action consists of a hero
fighting a villain, the two can be regarded as
protagonist and antagonist, respectively
62Game Character Types
- Co-protagonists sometimes join forces with the
- protagonist in a game or story
- This is game dependent and could be other player
or non player character - Sometimes these characters will cooperate with
the protagonist - Sometimes they will compete instead with the main
player (but not oppose them).
63Game Character Types
- Supporting characters ensure the protagonist
stays focused on the task - These characters can either support the
protagonists or antagonists in the story
Diddy Kong Donkey Kong
64Character Development
- Good character development is difficult
- Essential to create characters that players can
empathise with by using character traits or
weaknesses players can identify with - Character growth is essential but hard to
accomplish and is not solely (traditionally)
based on stats, skills or weapons - Problem due to interactive nature of the medium
(player control) - Growth in computer games is based more on the
player experience
65Character Development
- The process of character development is called
the character arc - and is how the character changes throughout the
story E.g. - Tootsie (Film) where Dustin Hoffmans character
begins as a misogynistic chauvinist who plays the
part of a woman. Through this he changes in how
he views women and becomes a different character
by the end. - In The Godfather, Michael Corleone does not want
to be a mobster. When his father is attacked and
barely survives, Michael begins a war of
retribution on those responsible. - Based on the game events the character will
develop in a similar - fashion to a story arc e.g. crisis, climax, and
resolution
66Character Development
- Selfish, only concerned with their own needs
- Interpersonal where bonding occurs with another
character on a one to one basis - Team bonding with groups with common goals and
interests - Community bonding, becoming part of a larger
organized network - Humanity, concerned with the well being of
everyone
67Character Development
- Usually characters start at the lower levels and
rise to the top as their perspective broaden
aided by experiences - Alternatively characters start at a higher level
and move to lower levels E.g. protagonists
(villains) and their fall from grace.
68Character Triangle
- Character triangle is a powerful three way
relationship between contrasting characters in a
story - This usually involves the protagonist, the
antagonist and a supporting character - Each story can have multiple triangles, each
representing a sub-plot and characters can appear
in several triangles at once - Common example is a love triangle
69Verbal Character Development
- Using monologues characters have the opportunity
to reveal their inner thoughts and struggles - Needs to be used effectively
70Visual Character Development
- As the character develops their visual appearance
can change e.g. body size or build, physical
appearance, clothing etc...
71Techniques for Storytelling
- In computer games two approaches are used
- to develop stories
-
- Cut scenes/scripted events
- Verbal commentary
72Cut Scenes
- Cut scenes are short movies that punctuate the
game where - each cut scene has specific goals including
- Advancing the plot
- Introducing new levels, weapons or characters
- Pad out mission goals
Python Lives, Metal Gear Solid
73Cut Scenes
- Technologies have evolved to allow the same
assets to be used for both cut scenes and the
game - This consistency increases player immersion
- Downside is that the player loses control
74Scripted Events
- Scripted events are short sequences in levels
- triggered by player activity
- Typically short pieces of dialogue or action
- Helps to built story or direct player E.g. an
enemy could be shown touching a red box and then
exploding. This will teach the player that red
boxes are explosive - Again needs careful use
75Verbal Commentary
- Verbal commentary has many purposes within
- a game
- It can introduce a character or pad out back
story - It can advance the plot
- It can establish relationships
76Verbal Commentary
- Number of different approaches used
- Character monologue is used for illustrating the
characters mental, emotional, or psychological
state and inner thoughts - Narration is commentary made by a NPC to provide
backstory - Verbal interaction between two or more characters
in the game - Should be brief and to the point
77Verbal Commentary
- Characters are a part of the game and should not
talk about what they cannot be aware of - Dialogue should be realistic and consistent with
other game elements - It should have a purpose, be brief and to the
point
78Game Play
- Game play should be used to advance the story
line - Each challenge completed should advance the story
- Each challenge should be consistent with the
story and the players role in it
79Summary
- Story development in games an important process
- Based on traditional techniques
- Needs to be tailored enhanced to cater for non
linearity and player interaction
80Multimedia Games Development COM429
- Week 9 Storytelling Process