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Desire and obstacle the building blocks of gaming narratives susan o'connor

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Humans are born storytellers. We use them to understand our world — and in the gaming universe, stories can become our guides. But players don't want to hear a story - they want to create a story. How can we build narratives that allow players freedom of choice — but still deliver a meaningful, emotional experience? The answer is desire — and obstacle. By developing an understanding what the player wants from the game — and then building a storyline that fuels that desire — game developers can create an experience that connects with players and inspires them to keep playing until the final level.

Published in: Design
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Desire and obstacle the building blocks of gaming narratives susan o'connor

  1. 1. Desire and obstacle: storytelling in games By Susan O’Connor for Paris Game Connection 2014
  2. 2. But don’t characters in games have desires?
  3. 3. 1. Avatars who don’t really care too much
  4. 4. 2. Avatars who are kidding themselves
  5. 5. 3. Avatar as sidekick
  6. 6. 4. Avatar as opponent
  7. 7. 5. Avatar as pawn
  8. 8. Stay in touch! susan@susanoconnorwriter.com

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