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Video Games
Development
Narrative and Objective Design
Learning Intentions
• To be able to:
• State the difference between objective design and narrative.
• To be able to apply that knowledge when describing my game.
Narrative
• The narrative in games is not the same as their plot. Unlike the plot of a film
or a book, the game scenario implies the presence of interactive elements
and direct participation of the player.
• The narrative in games consists of the plot, sounds, music, atmosphere,
dialogues, player choices and of course gameplay. It creates the overall
impression of a game and allows the player to feel like part of a story.
Examples of Good Narrative
• The Last of Us – Set in post-apocalyptic America, the game shows the very
difficult journey of Joel and Ellie. Its story is told with very tense and emotional cut
scenes as the player plays through the story line.
• The Wolf Among Us – Like other Tell Tale games, The Wolf Among Us is a
comic book turned story driven game with a twist. The main character of Wolf is a
detective in a murder case. You have to solve crimes while given tough decisions
that literally can change the game depending on what you choose.
• Her Story – The narrative of Her Story is told out of order. The game places
players at a computer terminal where a few clips introduce Hannah Smith, who is
talking to the detective because she is suspected to have killed her husband. Players
search for keywords, bringing up more clips that they can tag and reorder.
• The Stanley Parable – The user is given a storyteller that narrators the players next
steps. Throughout the game you are given a choice to follow the narrator or decide
to go against them. As a story goes on the choices become much more difficult to
follow.
Object Design (Goals)
• When a video game doesn’t have a narrative or story
behind it, there is still a set of objectives that the game must
follow.
• Objective Design is looking at; What is the object of the
game? What are the players trying to do?
Some common objectives:
• Capture/Destroy – Eliminate all of your opponent’s pieces from the game. Games
like Crusader Kings II use old Chess rules to control a medieval map and eliminate
other houses.
• Territorial Control – The focus is not necessarily on destroying the opponent, but
on controlling certain areas of the board. A lot of games like Overwatch has
elements of this. Capture or push item to points and try and contain on destroy the
other team.
• Collection – The task is to collect as many of an item or more to win. Many
platformer video games such as Spyro include levels where you have to
collect a certain number of objects scattered throughout the level.
• Solve – Where the objective is to solve a puzzle. For example games such as
Portal or Human’s Fall Flat challenge the player to solve tasks.
• Chase/Race/Escape – Generally, anything where you are running towards or
away from something. Grand Theft Auto and Super Mario are examples.
• Spatial Alignment – A number of games involve positioning of elements as the
game Tetris.
• Build – The opposite of destroy, your goal is to advance your character(s) or build
your resources to a certain point. The Sims has strong elements of this.

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Video Game Narrative and Objective Design Explained

  • 2. Learning Intentions • To be able to: • State the difference between objective design and narrative. • To be able to apply that knowledge when describing my game.
  • 3. Narrative • The narrative in games is not the same as their plot. Unlike the plot of a film or a book, the game scenario implies the presence of interactive elements and direct participation of the player. • The narrative in games consists of the plot, sounds, music, atmosphere, dialogues, player choices and of course gameplay. It creates the overall impression of a game and allows the player to feel like part of a story.
  • 4. Examples of Good Narrative • The Last of Us – Set in post-apocalyptic America, the game shows the very difficult journey of Joel and Ellie. Its story is told with very tense and emotional cut scenes as the player plays through the story line. • The Wolf Among Us – Like other Tell Tale games, The Wolf Among Us is a comic book turned story driven game with a twist. The main character of Wolf is a detective in a murder case. You have to solve crimes while given tough decisions that literally can change the game depending on what you choose.
  • 5. • Her Story – The narrative of Her Story is told out of order. The game places players at a computer terminal where a few clips introduce Hannah Smith, who is talking to the detective because she is suspected to have killed her husband. Players search for keywords, bringing up more clips that they can tag and reorder. • The Stanley Parable – The user is given a storyteller that narrators the players next steps. Throughout the game you are given a choice to follow the narrator or decide to go against them. As a story goes on the choices become much more difficult to follow.
  • 6. Object Design (Goals) • When a video game doesn’t have a narrative or story behind it, there is still a set of objectives that the game must follow. • Objective Design is looking at; What is the object of the game? What are the players trying to do?
  • 7. Some common objectives: • Capture/Destroy – Eliminate all of your opponent’s pieces from the game. Games like Crusader Kings II use old Chess rules to control a medieval map and eliminate other houses. • Territorial Control – The focus is not necessarily on destroying the opponent, but on controlling certain areas of the board. A lot of games like Overwatch has elements of this. Capture or push item to points and try and contain on destroy the other team.
  • 8. • Collection – The task is to collect as many of an item or more to win. Many platformer video games such as Spyro include levels where you have to collect a certain number of objects scattered throughout the level. • Solve – Where the objective is to solve a puzzle. For example games such as Portal or Human’s Fall Flat challenge the player to solve tasks.
  • 9. • Chase/Race/Escape – Generally, anything where you are running towards or away from something. Grand Theft Auto and Super Mario are examples. • Spatial Alignment – A number of games involve positioning of elements as the game Tetris. • Build – The opposite of destroy, your goal is to advance your character(s) or build your resources to a certain point. The Sims has strong elements of this.