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Story In Relation to Game
Why Stories?
• In general:
– Illuminate the human condition
– Make you feel something
– Help you learn something
– Fun
Stories
• In Games:
– New medium – new ways to tell
stories
– Keep people playing to the end
– They end – feeling of
accomplishment instead of
exasperation or boredom
– Good experience will sell the next
game
How?
• In General:
– Beginning Stability
– Middle Disruption
– End Resolution
How? (continued)
Drivers of Drama
•Conflict
•Mystery
Stakes –Raised
•Life
•Food
•Shelter
Love
•Companionship
•Reproduction
How? (continued)
Stakes
•Comfort
•Money
•Fashion
•Fame
•Power
•Social standing
•Control of others
•Control of your own destiny
Story in Games
• Narrative to Start then forget it
– Who are you?
– Who are they?
– Why do you want to kill each other?
• Are there other stories to tell that don’t involve life and death stakes? Are there
other mechanics to play than violience?
Story and Games
Story Delivered in the Structure of Games
• Story is same for all players
• Play stops at each obstacle until it’s
overcome
• Examples:
– X-Wing
– TIE Fighter
– Myst
– Tomb Raider
– Hitchhiker’s Guide to the Galaxy
Linear story
Linear story
• Advantages
– Complete narrative control
– Player sees all content or quits
• Disadvantages
– Play stops until obstacle is overcome
– No replayability
– Player may quit
• More than one path from beginning to end
• Players have varying degrees of success yet
can continue
• Examples:
– Wing Commander
– Balder’s Gate
– Planescape Torment
– King of Dragon Pass
– Europa 1400: The Guild
Branching Storyline
Branching Storyline
• Advantages
– Players make choices that affect
their entire game experience
– Replayability
– Some narrative control – major plot
points
• Disadvantages
– Unseen content
– Some game experiences better
than others
Emergent Storylines
• Broad rules lead to stories that emerge during play
• Winning conditions dictate end of game, not narrative
• Examples:
– Civilization
– Falcon 4.0
– X-Com
– Daggerfall
Emergent Storylines
• Advantages
– Every game has unique story
– Player feels totally in control
– Replayability
• Disadvantages
– Very difficult to generate good stories
– Very little narrative control
How do we write in-game stories?
• Story space as opposed to linear narrative
– Discovery as a means of storytelling
– Scripted action sequences
– Found stories
Linear/Branching/Emergent
• Task 3
– For each of the 3 story writing styles above cite an example of a game that
you have either played or researched.
– Discuss how the story is delivered in your example and how that complies to
the type of delivery
– Discuss the strengths and weaknesses within this story and the story delivery
method itself
– Draw conclusions about the methods of story delivery. Consider how
appropriate these methods are in relation to games. Does one have more
potential than another? If so why?

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Computer Games - Story Theory - Narrative Delivery Types

  • 2. Why Stories? • In general: – Illuminate the human condition – Make you feel something – Help you learn something – Fun
  • 3. Stories • In Games: – New medium – new ways to tell stories – Keep people playing to the end – They end – feeling of accomplishment instead of exasperation or boredom – Good experience will sell the next game
  • 4. How? • In General: – Beginning Stability – Middle Disruption – End Resolution
  • 5. How? (continued) Drivers of Drama •Conflict •Mystery Stakes –Raised •Life •Food •Shelter Love •Companionship •Reproduction
  • 7. Story in Games • Narrative to Start then forget it – Who are you? – Who are they? – Why do you want to kill each other? • Are there other stories to tell that don’t involve life and death stakes? Are there other mechanics to play than violience?
  • 8. Story and Games Story Delivered in the Structure of Games
  • 9. • Story is same for all players • Play stops at each obstacle until it’s overcome • Examples: – X-Wing – TIE Fighter – Myst – Tomb Raider – Hitchhiker’s Guide to the Galaxy Linear story
  • 10. Linear story • Advantages – Complete narrative control – Player sees all content or quits • Disadvantages – Play stops until obstacle is overcome – No replayability – Player may quit
  • 11. • More than one path from beginning to end • Players have varying degrees of success yet can continue • Examples: – Wing Commander – Balder’s Gate – Planescape Torment – King of Dragon Pass – Europa 1400: The Guild Branching Storyline
  • 12. Branching Storyline • Advantages – Players make choices that affect their entire game experience – Replayability – Some narrative control – major plot points • Disadvantages – Unseen content – Some game experiences better than others
  • 13. Emergent Storylines • Broad rules lead to stories that emerge during play • Winning conditions dictate end of game, not narrative • Examples: – Civilization – Falcon 4.0 – X-Com – Daggerfall
  • 14. Emergent Storylines • Advantages – Every game has unique story – Player feels totally in control – Replayability • Disadvantages – Very difficult to generate good stories – Very little narrative control
  • 15. How do we write in-game stories? • Story space as opposed to linear narrative – Discovery as a means of storytelling – Scripted action sequences – Found stories
  • 16. Linear/Branching/Emergent • Task 3 – For each of the 3 story writing styles above cite an example of a game that you have either played or researched. – Discuss how the story is delivered in your example and how that complies to the type of delivery – Discuss the strengths and weaknesses within this story and the story delivery method itself – Draw conclusions about the methods of story delivery. Consider how appropriate these methods are in relation to games. Does one have more potential than another? If so why?