2. Jutustuse eesmärk
• Meelelahutus
• Mängijate köitmine
• Huvi tekitamine
• Mängu müümine
• Tegelaste toetamine
• Emotsioonide tekitamine
• Erinemine
3. Lugu vs Mäng
Lugu Mäng
Baseerub Suhtlusel Tegevusel
Konflikt Lahendamata olukord Väljakutse
Pinge Mis saab edasi? Mis saab edasi?
Soov Teada Saavutada
Juhused Ei Jah
Korduvus Ei Jah
Iseloom Passiivne? Aktiivne
4. Jutu mõisted
• Lugu – sündmuste ahel
• Interaktiivne lugu – mängija valib või põhjustab
sündmusi
• Narratiiv – jutustatud sündmused, mängija ei saa
mõjutada
• Dialoog – suhtlemine NPC-ga
15. Näiteks Time Mesh 2. maailmasõda, Pariisi stseen, Mängija
ja baarmänni dialoog
(T: kohvikusse ei saa siseneda, kui vangiga pole vesteldud)
NPC: Kas sa soovid midagi?
Mängija:
• Kas ma saaksin klaasi vett?
NPC: Palun …
• Kas ma saaksin limpsi?
NPC: Selleks on vaja toidutalongi
Mängija: Toidutalongi! Aga mul ei ole ühtegi
NPC: Vabandust, aga ma ei tegele heategevusega.
• Kas teil on midagi söödavata?
NPC: Selleks on vaja toidutalongi …
(T: kui ekspankuriga on eelnevalt räägitud) aga kui sa aitad mul
raadio tagasi saada …
• Tänan, kõik on olemas.
16. Dialoogiandmebaas
• Dialoogivalikud muutuvad dünaamiliselt
• Valikuid lisatakse ja eemaldatakse vestlusest
sõltuvalt
• Valikud on salvestatud andmetabelis
• Vähem kordusi
• Tingimusi kergem luua
18. Lugu
• Kuidas lugu lõppeb (mis on õpetus)?
• Jutustuse struktuur
• Sõlmpunktide kirjeldused
• Seosed sõlmede vahel (tingimused)
• Kui su mäng ei ole loopõhine, milline on lugu
selle mängu ümber?
Entertainment - story gives a content to competition, progress in dramatic way
Attract audience - casual players (hardcore players ignore the story)
Keep interest - creates variety in longer games
Sell game - advertising materials
Support character
Express reality - except simulators
Additional emotions - not only pleasure from success and frustration from failure
Differentiation - from similar games
Different views:
- Gameplay will destroy good story
- Story ruin gameplay (hardcore players don't care about story)
- Gameplay + story = good experience
Difference
story is for communication, game is for action
Similarity
Story and game have same goal - create an experience.
Story is not passive - it makes you think and ask: what happens next?
Differences 2
Story – desire to know
Game – desire to act
Let players act! Don’t carry them through the game with narrative.
Interactive story
- Player events - user actions - part of the story
- In-game events - initiated by core mechanics - response to players action
- player can cause them or avoid them
- Interaction
Narrative
- Non-interactive
- Interruptible
- can't be changed by player
Dialogue is not narrative
different game play mode
all other actions are not available
Selecting prewritten lines
Story events that are narrated (part of the story)
Writing story – how to support this
End - what is the point of your story?
List - sequence of your gameplay and story
Structure
different triggers (In book - as a reader reds)
e.g. arriving to some area, triggers part of the story
e.g. time passes event triggers
Use story models
Different ways how to structure the story
Three Act Structure - classical Hollywood story
1 Hook - e.g. beginning - exposition – meet
2 Hold- e.g. middle - confrontation – lose
3 Payoff - e.g. end - resolution - get - happy ending
Unlimited - e.g. CSI (most of the games, versions)
Limited – e.g. Game of thrones - levels
Linear
Less content
Easier to implement
Less bugs
Greater emotional effects
Branching Story
Looks like tree
Combinatorial explosion
More then one starting point - avatar based OK
More then one ending - Players: is it right end?
Expensive - each branch need a content (and sub –story) - not used in commercial games
Repeating – player need to play the game several times to see the content of other branches – players don’t like it
Foldback Story
Compromise between linear and branching stories
Story branches and folds back to single ending
Player has illusion of control
Industry standard
Intro – introducing the character and the context
Complication – introducing the problem
Body - Series of smaller events and challenges
Climax – solving the main problem – Big Boss, culmination
Resolution – Series of smaller challenges resolved
Point – moral of the story is revealed
Alternative
The Hero’s Journey: need – go – search – find – fight – take – return – change
Understand the situation and get instructions - Hook; Intro + Compilation; Need + go
Get the Code Book - Hold; Body; Search + find + take
Get the Enigma machine - Hold; Body; Search + find + take
Brake the code - Payoff; Climax + Resolution; Return + change
Dialogues are one good method for telling the story but not only. Part of the interaction.