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.
Discussion Guide: Shine by Candy GourlayCandy Gourlay
Hello readers! I created this discussion guide for readers of SHINE, my young adult / teen novel. I hope teachers, librarians and readers of my book will find it useful. You can let me know what you think by messaging me on the contact form of my website http://candygourlay.com. If you have suggestions for more reference materials for SHINE, I would love to hear from you! (Watch out for the Philippine edition of Shine, out in September 2014)
Candy Gourlay
With thanks to:
David Dean for the rain background art on the slides. David also created the cover art for Shine.
Nasser Alzhrani for his photo of a boy in silhouette https://www.flickr.com/photos/n9oori/5720095485/
Amancay Maahs for her photo of a keyboard https://www.flickr.com/photos/amanky/2219631791/in/photolist-4YmVRS-4o9ccD-51snbC-5KRQqA-6zSGuF-5z1A7y
James Blann for his photo of rain lashed Aberystwyth https://www.flickr.com/photos/meblob/2327687240/in/set-72157605196444233
Premnath Thirumalaisamy for his photo of light streaming through an open door https://www.flickr.com/photos/premnath/8074766295/in/photolist-6VgLWc-biWysF-7WuZNd-4zz4mL-cRCVYs-ewQ9DL-8zqLbn-dQVDLs-2sA5yQ-74PBgm-bQkHbv-821cbU-9vY7so-4xKQ2K-6eThju-5tWu3y-a7DC6C-jAHzeE-dWpsLF-dixhGx-b1naNM-6v2sSa-6jY7Le-9mcFii-mNbLn-dSvntQ-6SF22c-c2zEqo-69DwHL-9KxQjj-9ami2w-3Z7cA-cADP2U-7J9Yw-gYD58d-eLKE4-cqBQLW-cqBhgW-6dAeqx-ft2y4m-bD2RWD-Q5i9u-kRZGvo-afniEU-cEfoYd-58FMiU-6swv6S-6ssj2r-6oiegx-813ht6
Thanks to you all for making your images available on CC Attribution.
The Six Highest Performing B2B Blog Post FormatsBarry Feldman
If your B2B blogging goals include earning social media shares and backlinks to boost your search rankings, this infographic lists the size best approaches.
Each technological age has been marked by a shift in how the industrial platform enables companies to rethink their business processes and create wealth. In the talk I argue that we are limiting our view of what this next industrial/digital age can offer because of how we read, measure and through that perceive the world (how we cherry pick data). Companies are locked in metrics and quantitative measures, data that can fit into a spreadsheet. And by that they see the digital transformation merely as an efficiency tool to the fossil fuel age. But we need to stretch further…
Session - Debugging memory stomps and other atrocities - Stefan Reinalter - T...Mary Chan
Stefan has spent many nights debugging hard-to-find bugs. Memory overwrites leading to random crashes, well-hidden stack overflows and other atrocities that will eventually give each programmer nightmares. In this talk, Stefan shares tips and tricks how to identify the root cause of such problems and how to debug them with little or no help from a debugger. He will also go into detail about which memory management techniques can be applied in order to prevent some of those bugs in the first place.
Readers will learn techniques that help with finding and identifying problems that are due to the low-level access granted by C++ and the sometimes careless use of pointers. The presented techniques are applicable to the PC as well as console platforms.
Discussion Guide: Shine by Candy GourlayCandy Gourlay
Hello readers! I created this discussion guide for readers of SHINE, my young adult / teen novel. I hope teachers, librarians and readers of my book will find it useful. You can let me know what you think by messaging me on the contact form of my website http://candygourlay.com. If you have suggestions for more reference materials for SHINE, I would love to hear from you! (Watch out for the Philippine edition of Shine, out in September 2014)
Candy Gourlay
With thanks to:
David Dean for the rain background art on the slides. David also created the cover art for Shine.
Nasser Alzhrani for his photo of a boy in silhouette https://www.flickr.com/photos/n9oori/5720095485/
Amancay Maahs for her photo of a keyboard https://www.flickr.com/photos/amanky/2219631791/in/photolist-4YmVRS-4o9ccD-51snbC-5KRQqA-6zSGuF-5z1A7y
James Blann for his photo of rain lashed Aberystwyth https://www.flickr.com/photos/meblob/2327687240/in/set-72157605196444233
Premnath Thirumalaisamy for his photo of light streaming through an open door https://www.flickr.com/photos/premnath/8074766295/in/photolist-6VgLWc-biWysF-7WuZNd-4zz4mL-cRCVYs-ewQ9DL-8zqLbn-dQVDLs-2sA5yQ-74PBgm-bQkHbv-821cbU-9vY7so-4xKQ2K-6eThju-5tWu3y-a7DC6C-jAHzeE-dWpsLF-dixhGx-b1naNM-6v2sSa-6jY7Le-9mcFii-mNbLn-dSvntQ-6SF22c-c2zEqo-69DwHL-9KxQjj-9ami2w-3Z7cA-cADP2U-7J9Yw-gYD58d-eLKE4-cqBQLW-cqBhgW-6dAeqx-ft2y4m-bD2RWD-Q5i9u-kRZGvo-afniEU-cEfoYd-58FMiU-6swv6S-6ssj2r-6oiegx-813ht6
Thanks to you all for making your images available on CC Attribution.
The Six Highest Performing B2B Blog Post FormatsBarry Feldman
If your B2B blogging goals include earning social media shares and backlinks to boost your search rankings, this infographic lists the size best approaches.
Each technological age has been marked by a shift in how the industrial platform enables companies to rethink their business processes and create wealth. In the talk I argue that we are limiting our view of what this next industrial/digital age can offer because of how we read, measure and through that perceive the world (how we cherry pick data). Companies are locked in metrics and quantitative measures, data that can fit into a spreadsheet. And by that they see the digital transformation merely as an efficiency tool to the fossil fuel age. But we need to stretch further…
Session - Debugging memory stomps and other atrocities - Stefan Reinalter - T...Mary Chan
Stefan has spent many nights debugging hard-to-find bugs. Memory overwrites leading to random crashes, well-hidden stack overflows and other atrocities that will eventually give each programmer nightmares. In this talk, Stefan shares tips and tricks how to identify the root cause of such problems and how to debug them with little or no help from a debugger. He will also go into detail about which memory management techniques can be applied in order to prevent some of those bugs in the first place.
Readers will learn techniques that help with finding and identifying problems that are due to the low-level access granted by C++ and the sometimes careless use of pointers. The presented techniques are applicable to the PC as well as console platforms.
Jb ferder mc-10 steps to enhance the quality of your character art in zbrush-...Mary Chan
With the next-gen platforms requiring high end art assets, it is necessary to find new approaches to create modern character art. In this workshop the attendees will learn how to improve the creation of their character art assets. The workshop will be separated into 10 clear steps. From general rules to detailed routines, smart ways of approaching the character art pipeline and adapting to new games techniques will be detailed.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
Localizing games is an adventurous journey with different levels and difficulties. Since millions of gamers around the globe have high quality expectations on AAA video game titles, major publishers are striving to implement a flawless localization process. In this panel, Seb Ohsan Berthelsen (Square Enix), Charlotte Harris (Sega), and Abigail Goudjo (Ubisoft) discuss crucial aspects of the challenging nature of video game localization. Hosted by Marie Amigues (Altagram), the participants will talk about the advantages and disadvantages of their different localization methods, including decision-making on target languages, work allocation, quality assurance, and other important topics to make an immersive game experience possible for millions of players. To get an exclusive insight into the worlds of global players, take this unique opportunity and join the discussion.
Intended audience & prerequisites: Localization experts, developers, as well as everyone interested in the subject matter.
Session takeaway: Attendees will get a better understanding of the multiple approaches and solutions in connection with the localization of a AAA game.
Amigues Marie-Laurence - Localizing on a shoestring GCE2014Mary Chan
In this panel, indie developers will share their experiences about localizing games within tight budgets. What kinds of solutions do they use to succeed in this field? How can they improve their localization process? Which kinds of tools are required? Where do they find their localization ressources?
Intended audience & prerequisites: Indie developers willing to launch their game internationally or willing to improve their localization process.
Session takeaway: Tips and tricks for indies to localize games.
Eugene Youn Let’s Go Whale Hunting: Discover the TRUE Value of your Players -...Mary Chan
Your big spenders are valuable, but your most influential players - your social whales - drive much more revenue. Identify who these players are, where to find them and how to get more of them.
This session will cover how the social power (Social Value) of a player in a game drives not only revenue, but also time spent. You will learn about applying social value to user acquisition, what true value really is and a new way to think about ad channels and their effect on your bottom line.
Social Value, which is measure of how users influence each other and how much that influence is worth, will be used as a basis for a deeper examination of game analytics and automated social graph analysis within your game.
Predictive analytics and in-game social analytics will also be discussed, including what they mean and how they can help you think differently about your data.
Intended audience & prerequisites: Game developers, game marketers and publishers.
Session takeaway: This session will help you learn about how to identify, understand, monetize and keep your most valuable and influential players.
Etienne Belmar Affiliate fraud in Browser and Mobile gce2014Mary Chan
This session is based on the Online/Mobile developer and publisher perspective of Affiliate Fraud, such as the need for affiliates, the trustworthiness of the partners, and some methods used to discover and mitigate this type of fraud.
Intended audience & prerequisites: Payment & Fraud Professionals.
Session takeaway: You will receive information on what to actively look for both in a global and individual type of assessment, the absolute need for human and/or machine detection, the need for reliable partners that are actually aware of the content being delivered, and what to do if some partners are not paying great attention or simply ignoring security checks on their side due to mistakes bringing them actual monetary gain.
From doubting this round of Virtual Reality and dismissing its impact on Storytelling, to seeing it as technology that will transform how I tell, and the types of stories I can tell.
Engage and keep your community alive best practises and keys to success - s...Mary Chan
"This is a story of progressive success: launched in 2012, The Sandbox is a world crafting game in 2D with touch controls and access to over 200+ physics elements. It was nominated by Apple for Best Game of 2012 and 2013 and now enjoys over 13M players; 600,000 Facebook fans; and over 1.5M creations shared online. The Sandbox is considered a reference among ""Minecraft-like"" titles on mobile.
In this session, Sebastien will talk about the continuous game development over these 3 years of existence. With the experience of over 35 updates, Sebastien will explore best practices of game updates to keep players hooked, as well as effective community management, helping it become a viral hit!
"
Jillian will be discussing strategies and vision that led a small studio in Canada to win some of the most recognizable brands worldwide...and continue to get more. Magmic has been creating Mattel titles for years as well as the popular Rubik’s cube game, among many others. Magmic’s games have been featured by apple on multiple occasions and they have created over 260 mobile games. Jillian will be sharing her insight from the talent, culture and company branding side. She will be going over strategies for hiring, retention, creating an atmosphere of play and motivation as well as the avenues she took to take a company the local and international industry had not heard much of to a more recognizable one that continues to grow and be noticed all over the world.
The toolbox approach to f2 p design nicholas lovellMary Chan
While the fundamentals of free-to-play game design seem simple, adapting to this model and understanding it to the depth required to make a successful game has proved a tough challenge even for the most experienced game creators. One effective way to tackle F2P design is to think of its various techniques as a "toolbox"; by building up a collection of design "tools" which you can use to acquire, retain and monetise your players, you can build a comprehensive understanding of how this new business model interacts with your existing game design talents. This lecture will give you concrete examples of F2P "tools" which you can apply to your design, and show you how to create your own tool-based approach.
What interior design teaches us about environment art dan coxMary Chan
This talk will discuss the parallels between interior design techniques and level art and design. Interior designers create spaces which inform people to the function and aesthetics of a space, just as we do in game development. We will examine how interior designers and environment artists are alike, the rules found in interior design, and why they are used. We will then explore how these rules can be applied in modern game spaces and the ways they can change our visual storytelling tool sets.
Staying competitive when your brand new thing becomes the same old thing s...Mary Chan
As an industry we have a tendency to go after "the next big thing", often all at once. Whether it be certain game genres or business models, a wide open space on the market can quickly become crowded as a result. Using a decade of experience, Susana will discuss how Paradox Interactive made the decision to tackle publishing and digital distribution early on. Why everyone told them they were crazy to do so, what they did to use their early success to support Paradox's core values, and why doubling down on those values helps the company push forward today.
As customary in a Paradox session, you'll hear about lessons learned along the way but also why some of the same strategies and approach to problems still helps the company stay competitive today.
Lessons from the community building an open development dna jeff spockMary Chan
From day one of its existence, Amplitude Studios has included the community in its game development cycle as something more than a marketing target. We have now shipped three games -- including the 2013 Unity Award winner -- with the community involved in design, development priorities, and release plans. This talk will present the Amplitude style of Open Development, focusing on how and why we do it the way we do and what choices we made along the way. Positive and negative lessons will be included.
Only in battlefield” how user generated video took center stage in the battle...Mary Chan
Using Battlefield as an example, this talk will: examine the importance of user-generated video content in today’s games landscape, identify some ways in which to work well with Youtubers and Streamers from both development and marketing points of view, as well as highlight some of the key pitfalls to avoid.
Playing with chance good luck marc pestkaMary Chan
The talk will expose the value of randomness as a gameplay component from a high level point of view and then will present two ways to deal with it based on the experience of the speaker, who has worked on match-3 games and a hack'n slash, among others. Level design levers and tools for casual games will be discussed as well as content generation through Treasure Classes.
Mixing for games levels and more... jocelyn daoustMary Chan
Being part of the entertainment world, video games, gaming consoles and computers are everywhere. More and more people play on home theatre systems and believe that good sound plays a major role in their gaming experience.
The topic of mixing will be approached from technical, artistic and aesthetic standpoints.
Levels and measurement tools will be presented and explained.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
I write for games.
My first game was Girl Talk, a slumber party game for girls)
shipped as a CD-ROM!
Then, I found myself over here. You can see how one game would lead to the other.
I’ve worked on about 25 projects, including BioShock…
Far Cry 2…
And Tomb Raider. We’ve been telling stories in games for a long time. But the irony is this:
Games don’t need stories. But they do have more impact when they have purpose, and meaning.
And story creates meaning. (Save the princess!)
So we keep trying to introduce story into games. So how are we doing? Are we learning how to tell stories in games? Well let’s start by looking at other forms of storytelling. (This is a question Jesse Schell asked in his wonderful Future of Storytelling talk in 2013)
Playwrights have learned how to tell a story in their medium.
Four hundred years after Shakespeare, we are still performing his plays exactly as they first appeared, despite all the changes in language. We want to experience his plays exactly as they were intended.
Audiences have experienced fantastic stories on the silver screen.
(Rushmore — this is a great movie; if you haven’t seen it, watch it)
And we are in the golden age of television. (Exhibit A: Breaking Bad.)
How about games? What’s our example of the greatest game story ever?
Final fantasy. yeah!… :/
one of these things is not like the other one. we have a ways to go.
so what needs to change? What needs to change? Better writers? Better graphics? Better actors?
We’ve tried all those things, with mixed results
We still have a long way to go
Maybe the problem is not our tools or our talent…
… but our understanding of the medium itself , about the fundamentals of storytelling, the building blocks of story
maybe we’ve been approaching it all wrong
And that’s what I want to talk about today
Let’s start with the basics, storytelling 101: desire and obstacle
In most forms of storytelling, this is very clear. You create characters, you give them something they want, and you make life hard for them.
And of course games make life hard for players. In most games, you’ve got obstacles at every turn. And don’t those protagonists in those games have desires?
Yes! And we pour our heart and soul and budgets into them. Sometimes millions of dollars, months of effort
and what do players do?
They skip all the cutscenes.
why? don’t gamers like stories?
Yes! They do
In fact they love story so much they’re already telling a story to themselves about what they’re doing . Each player’s experience is unique, and they’re driving it. That’s more interesting than anything we could tell them. If game’s story doesn’t line up with player’s story, player will ignore game’s story, talk over it, skip cutscenes, etc
Maybe the problem is cinematics! Maybe games should stop using cinematics, and just start telling story during gameplay…Mmm, maybe
(video)
Over half of the people that watch that previous video don’t see the gorilla on first viewing.
When people are engaged with a task, they have an incredible ability to tune everything out. Including gorillas.
In games, story is the gorilla.
It doesn’t matter how great we make our characters, or how compelling their dilemma - players play as themselves. and they want what they want, and they only pay attention to what is important to them.
Player desire and avatar desire are not the same.
For years, we have assumed they were the same; they are not.
And yet we need the avatars to have SOME desire, some reason for doing what they’re doing. How do we do that and still give the player room to want what HE wants, which is to play/beat the game?
Here are some ways we’ve tried to solve this storytelling dilemma.
Solution #1: weak desire line. The girl is mentioned at the beginning, and never again. Player is then free to play the game as he sees fit. The result is player agency, but no emotional complexity. That’s the solution we have seen in many games.
In this approach, the game’s narrative pays lip service to desire, but then story gets completely out of the way for gameplay
Avatar is essentially a sock puppet for the player.
Solution #2: create avatars that are lying to themselves about what they want. (You want to get off the island? Then why are you spending all your time killing people? Go find a boat!) This creates player agency, but cognitive dissonance – a character you don’t trust, and therefore don’t bond with. This approach works in other mediums, but can be annoying in games.
Solution #3: Player and avatar don’t have to have the same desire line - but they can be complementary.
Video clip from Mass Effect 3
Notice that the avatar, Shephard, doesn’t just repeat the player’s line. He follows up with commentary of his own, finishing your thought, almost as if you’re a little team. That’s something sort of new in games (although we’ve seen it in other media for hundreds of years). Technology is catching up with content and human behavior.
What if the game is antagonistic? What kind of relationship is possible between player and avatar during nonstop battle?
Video clip from God of War
The gods want Kratos to kill Ares. He says he’ll do it…
…if the gods will take his memories away from him. As a player, I *want* to see these memories. What I want and what Kratos wants are in direct opposition. But it works.
What if…the player is not the protagonist? At all?
Video clip from BioShock
BioShock won several writing awards — but the story from player-as-protagonist is not compelling. It’s the other characters who feel three-dimensional, real.
Andrew Ryan had a very powerful desire line.
And powerful obstacles
The player knows it’s a game. but for non player characters, the storyline is truly life or death.
THAT’S where the storytelling potential really lies, with the NPCs.
I think for years we’ve assumed that the player is the main character. He just isn’t. That is a hard lesson to learn but I think that’s the key to great storytelling in games.
Chris Swain from USC has an incredible prophecy about what will happen in the 21st century with games. He argues that film was not taken seriously as a medium until it learned to talk. When it was silent, people said “ah, it’s kind of silly, it’s for kids.”
But once film learned to talk, it became “the literature of the 20th century.”
What are games waiting for? They know how to talk.
Chris Swain argues that no, they are waiting for something else…
They are waiting to learn to listen. Once games learn to listen and have a conversation, they’ll become the literature of the 21st century. If we are going to do something great in our medium, it is going to show up this way
Our machines are already learning how to listen, aren’t they?
Mario never remembers you, from game to game. Well what if he did? We already have persistent databases for games; why don’t we have persistent databases for characters? Someone who remembers our past games, and can show videos from them…and then you can pass you avatar down to your kids and grandkids so they can play with them too. This opens up incredible opportunities for storytelling in games.
Games writers in 2014 are a lot like TV writers in 1983
Doing their best, but so much more is possible.
Who knows what we will see in games in the next ten years…it’s an exciting time.