This document discusses using stories in games and different methods for delivering stories through gameplay. It outlines three main methods: linear stories where the narrative is the same for all players; branching stories where players' choices impact the narrative path; and emergent stories where broad rules lead to unique stories emerging from gameplay. Examples are provided for each type, along with their advantages like narrative control or replayability, and disadvantages like unseen content or lack of narrative control. The document advocates considering alternative stories to violence and ways to tell stories through gameplay mechanics and discovery rather than linear narratives.
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
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?
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?