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Game Writing and Interactive
Storytelling
Overview
ïź 3 ways a story can be experienced
– Tell
– Show
– Do
– Games can use all 3, but 3rd is best
2
Know Your Audience
ïź Dev team needs to share vision
ïź Appropriate storytelling for genre
ïź Even shooters seem to benefit from a real
back-story...for some
3
Budget Storytelling?
ïź Famous games with ground-breaking
stories ...can flop
ïź Easy to write plot points that can't be (or
exceed budget) conveyed in game...or even
in a cutscene
4
Basic Storytelling
ïź Inciting(encourage) Incident
– Usually, before game “starts”
– Maybe an immediate conflict
ïź Rising Action
– Discover identity and capabilities
ïź Climax(Exciting)
ïź Resolution
5
Plot Types
ïź Linear – player is along for the ride
ïź Branching – player sees 1/2k
ïź Modified branching, parallel paths
ïź Modular storytelling-”sitcom” model
ïź Nonlinear Plots-”sandbox” model
ïź Quasilinear Plots
– Linear within a sandbox
ïź Forest – many little stories 6
Interactive Fiction
ïź Player's decisions write the story
– Used in a niche(suitabale) of print books
– By default, implies Branching
ïź Agency
– The more the player's decisions affect
subsequent gameplay, the more real and
immersive it feels
7
Narrative Devices
ïź The Spine
– Those elements that are required in order
to complete/finish/win
ïź The Golden Path
– Optimum path to experience the game as
intended
– Maximum rewards
– Motivation to return to the spine
8
Algorithmic Storytelling
ïź Generate new stories/questlines as a
result/consequence of player actions
ïź “narrative intelligence”
ïź Easy to generate “valid”, hard to generate
“interesting” or “fun”
9
Story Mechanisms
10
ïź Cut Scene
ïź Scripted Event
ïź Artifact
ïź NPC (Non –player Character)
ïź Internal Monologue(Self talk or inner
Speech)
ïź Triggered Event
Character Development
ïź Three-dimensional characters
ïź Backstory, motivation, goals
ïź Flaws
ïź NPCs that have “a life” other than their quest dialogue
ïź Attributes of player will project onto main character
– Less development needed for them
– Player actions should affect character
personality/capabilities
ïź Hero often ends up more memorable than story line!
11
Dialogue
ïź Usually, a weakness in games
ïź Spoken vs. Written
ïź Brief and conversational
ïź Avoid empty thread syndrome
ïź Menus vs. chats
ïź Dialogue Trees vs. AIML scripts
12

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Writing and Interactive Storytelling (lecture 6 Game Development)

  • 1. Game Writing and Interactive Storytelling
  • 2. Overview ïź 3 ways a story can be experienced – Tell – Show – Do – Games can use all 3, but 3rd is best 2
  • 3. Know Your Audience ïź Dev team needs to share vision ïź Appropriate storytelling for genre ïź Even shooters seem to benefit from a real back-story...for some 3
  • 4. Budget Storytelling? ïź Famous games with ground-breaking stories ...can flop ïź Easy to write plot points that can't be (or exceed budget) conveyed in game...or even in a cutscene 4
  • 5. Basic Storytelling ïź Inciting(encourage) Incident – Usually, before game “starts” – Maybe an immediate conflict ïź Rising Action – Discover identity and capabilities ïź Climax(Exciting) ïź Resolution 5
  • 6. Plot Types ïź Linear – player is along for the ride ïź Branching – player sees 1/2k ïź Modified branching, parallel paths ïź Modular storytelling-”sitcom” model ïź Nonlinear Plots-”sandbox” model ïź Quasilinear Plots – Linear within a sandbox ïź Forest – many little stories 6
  • 7. Interactive Fiction ïź Player's decisions write the story – Used in a niche(suitabale) of print books – By default, implies Branching ïź Agency – The more the player's decisions affect subsequent gameplay, the more real and immersive it feels 7
  • 8. Narrative Devices ïź The Spine – Those elements that are required in order to complete/finish/win ïź The Golden Path – Optimum path to experience the game as intended – Maximum rewards – Motivation to return to the spine 8
  • 9. Algorithmic Storytelling ïź Generate new stories/questlines as a result/consequence of player actions ïź “narrative intelligence” ïź Easy to generate “valid”, hard to generate “interesting” or “fun” 9
  • 10. Story Mechanisms 10 ïź Cut Scene ïź Scripted Event ïź Artifact ïź NPC (Non –player Character) ïź Internal Monologue(Self talk or inner Speech) ïź Triggered Event
  • 11. Character Development ïź Three-dimensional characters ïź Backstory, motivation, goals ïź Flaws ïź NPCs that have “a life” other than their quest dialogue ïź Attributes of player will project onto main character – Less development needed for them – Player actions should affect character personality/capabilities ïź Hero often ends up more memorable than story line! 11
  • 12. Dialogue ïź Usually, a weakness in games ïź Spoken vs. Written ïź Brief and conversational ïź Avoid empty thread syndrome ïź Menus vs. chats ïź Dialogue Trees vs. AIML scripts 12