The slides from my talk at Sweden game conference 2017.
Abstract:
10 years ago, indie had not yet become a force to reckon with, and the stories that the game industry told were mostly about big dudes with machine guns. Having this talk then would have been much easier. If someone had told you back then that a big console launch would have two lesbian teenagers as the focus of their story, you wouldn’t have believed them. But a decade later indie has influenced and broadened the kind of stories that both big and small games studios are telling.
This talk will give some ideas to how that happened, but also on an overview on what areas are still left unexplored by the AAA industry, the areas where indie can still break new ground and stand out amongst their more well-financed competitors.
The document summarizes the results of a questionnaire about video game preferences and habits. It shows that action and adventure games were the most popular genres. Most respondents spent 1-5 hours per week playing video games and had played within the last days. The majority reported buying games based on the cover and playing on phones, PlayStation consoles or Xbox consoles. Many played online with others or friends and family.
Conflict sucks! The FOSS community is full of passionate people with many, many differing ideas on how to achieve our shared goals. Disagreements seem inevitable, but what if they could be handled rationally, in a way that left everyone feeling at least OK about the outcome? It's possible. You can learn to cut to the heart of the disagreement, mediate and move forward.
The document summarizes the results of a questionnaire about video game preferences and habits. It shows that most respondents were male, between 16-30 years old, and enjoy action/adventure games. The majority spend 1-7 hours gaming per week and last played within the past few days. Most purchase games based on the cover and play on phones, consoles or PC, alone or with friends online.
I show off my being featured in Podcasts of Jedi Journals of Force Cast and The Force.net, my speaking engagement in a Star Wars-themed Sunlife business gathering, e-mails to and from Freddye Lins & Randy Stradley of Dark Horse comics, a special invite to "Obi Wants To Know Me" which is Consumer Insights of Lucasfilm Limited to be a "fan" advisor to Star Wars.
Raze 3 Unblocked is a popular shooting game that combines an interesting story with different playing modes. It is considered one of the best shooting flash games due to its engaging narrative and variety of gameplay options. Shooting games have always been popular, especially amongst teens, and Raze 3 Unblocked is hailed as the top choice for those seeking the next entertaining shooting game to play.
How to Handle Conflict Like a Boss (LinuxCon NA)freedeb
Handle Conflict, Like a Boss! presented strategies for effectively handling conflict both as individuals and groups. It began by identifying obvious and less obvious causes of conflict, such as mismatched goals, passion, and identity. It then discussed resolution strategies for individuals, including understanding other perspectives, establishing shared goals, and assessing how invested one is in the conflict. For resolving conflicts among groups, it recommended setting expectations, finding areas of agreement, and leading by example. The presentation emphasized building shared perspectives and effectively working through disagreements.
How to Handle Conflict Like a Boss (Abstractions)freedeb
Conflict sucks! The FOSS community is full of passionate people with many, many differing ideas on how to achieve our shared goals. Disagreements seem inevitable, but what if they could be handled rationally, in a way that left everyone feeling at least OK about the outcome? It's possible. You can learn to cut to the heart of the disagreement, mediate and move forward.
PDF READ FREE The Silver Eyes (Five Nights at Freddy's Graphic Novel #1) [R.A.R]rawav4523836465
The document summarizes and provides information about the graphic novel adaptation of Scott Cawthon's novel "The Silver Eyes". It describes that the graphic novel adaptation illustrates the story of a group of childhood friends who reunite 10 years after horrific murders at the Freddy Fazbear's Pizza restaurant owned by one of their father. Upon entering the now abandoned and locked up pizza place, they discover that the animatronic mascots have changed and now have a dark secret and murderous agenda. The graphic novel provides new information and illustrations of the terrifying story.
The document summarizes the results of a questionnaire about video game preferences and habits. It shows that action and adventure games were the most popular genres. Most respondents spent 1-5 hours per week playing video games and had played within the last days. The majority reported buying games based on the cover and playing on phones, PlayStation consoles or Xbox consoles. Many played online with others or friends and family.
Conflict sucks! The FOSS community is full of passionate people with many, many differing ideas on how to achieve our shared goals. Disagreements seem inevitable, but what if they could be handled rationally, in a way that left everyone feeling at least OK about the outcome? It's possible. You can learn to cut to the heart of the disagreement, mediate and move forward.
The document summarizes the results of a questionnaire about video game preferences and habits. It shows that most respondents were male, between 16-30 years old, and enjoy action/adventure games. The majority spend 1-7 hours gaming per week and last played within the past few days. Most purchase games based on the cover and play on phones, consoles or PC, alone or with friends online.
I show off my being featured in Podcasts of Jedi Journals of Force Cast and The Force.net, my speaking engagement in a Star Wars-themed Sunlife business gathering, e-mails to and from Freddye Lins & Randy Stradley of Dark Horse comics, a special invite to "Obi Wants To Know Me" which is Consumer Insights of Lucasfilm Limited to be a "fan" advisor to Star Wars.
Raze 3 Unblocked is a popular shooting game that combines an interesting story with different playing modes. It is considered one of the best shooting flash games due to its engaging narrative and variety of gameplay options. Shooting games have always been popular, especially amongst teens, and Raze 3 Unblocked is hailed as the top choice for those seeking the next entertaining shooting game to play.
How to Handle Conflict Like a Boss (LinuxCon NA)freedeb
Handle Conflict, Like a Boss! presented strategies for effectively handling conflict both as individuals and groups. It began by identifying obvious and less obvious causes of conflict, such as mismatched goals, passion, and identity. It then discussed resolution strategies for individuals, including understanding other perspectives, establishing shared goals, and assessing how invested one is in the conflict. For resolving conflicts among groups, it recommended setting expectations, finding areas of agreement, and leading by example. The presentation emphasized building shared perspectives and effectively working through disagreements.
How to Handle Conflict Like a Boss (Abstractions)freedeb
Conflict sucks! The FOSS community is full of passionate people with many, many differing ideas on how to achieve our shared goals. Disagreements seem inevitable, but what if they could be handled rationally, in a way that left everyone feeling at least OK about the outcome? It's possible. You can learn to cut to the heart of the disagreement, mediate and move forward.
PDF READ FREE The Silver Eyes (Five Nights at Freddy's Graphic Novel #1) [R.A.R]rawav4523836465
The document summarizes and provides information about the graphic novel adaptation of Scott Cawthon's novel "The Silver Eyes". It describes that the graphic novel adaptation illustrates the story of a group of childhood friends who reunite 10 years after horrific murders at the Freddy Fazbear's Pizza restaurant owned by one of their father. Upon entering the now abandoned and locked up pizza place, they discover that the animatronic mascots have changed and now have a dark secret and murderous agenda. The graphic novel provides new information and illustrations of the terrifying story.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
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This document provides an overview of Unit MS4 from a media studies course, which focuses on analyzing the links between texts, the industries that produce them, and audiences. It gives examples of industries and texts that could be studied, such as the computer game Tomb Raider: Anniversary and the film Sweet Sixteen. For each text, it suggests exploring aspects like narrative, representation, industry of production, marketing, global impact, and audience. The level of detail provided about analyzing these two sample texts is meant to demonstrate how the unit might approach studying the relationships between texts, industries, and audiences.
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The document discusses developing a video game collection in public libraries. It provides information on circulation rates of games, developing policies on format, ratings and budget, purchasing options, collection management concerns like storage and security, and recommendations for core titles to include for different age groups and consoles. Sample policies and resources for reviews are also mentioned.
The document summarizes Paul Arnold's presentation on the role of storytelling in integrated communications. It discusses how stories can be used to build deeper emotional connections with audiences and shift perceptions of brands. Specifically, it outlines how brands can tap into archetypal stories to resonate with people, and how the brand story should be expressed through various media to be effectively communicated.
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The document discusses how libraries can incorporate video games into their services and programs. It notes that games are a popular medium for teens and meet their developmental needs. The document provides examples of successful gaming programs in libraries and recommendations for developing gaming collections and hosting game-related events and programs. It also presents statistics on gaming participation and library gaming services.
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The document discusses interactive storytelling in games and some of the challenges of combining story and gameplay. It notes that stories are typically linear while games are non-linear, making it difficult to satisfy both. It proposes using a framework that arranges plot points dynamically based on player actions and quantifiable story elements to create a coherent emergent story with meaningful choices for the player. The goal is to find a balance between full player freedom and restricted choice.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
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This document discusses representations of gender and race in video games. It notes that early game development was dominated by white males, leading to stereotypical portrayals of women and minorities. While games have increasingly featured female characters, they are often depicted in sexualized or subordinate ways. The document outlines some positive changes in recent games that appeal more to female audiences but argues the industry remains conservative and further progress is still needed to make games more inclusive.
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2. Todays Talk
Why does AAA matter?
USP:s & Innovation
In defence of the idea guy
A decade of stories in games
When did indie take over narrative?
What has changed in AAA storytelling?
Aiming for the edge
Find new stories to tell
Find new ways to tell them
A theory of what indie does best
Some advice about advice
Questions
3. Why does AAA matter?
A lumbering hulk of content
Indie-cates the direction the industry is moving
Indies are laying the tracks far ahead
Indies act as risk takers and data points for AAA
”If they did it, we can do it bigger and better”
4. What are ideas worth?
By themselves
This does not mean they are unimportant
USP:s are the most important thing
Ideas are multipliers
Hard work * great idea > Hard work * average idea
There is more to the formula
The Blizzard busines model
5. A decade of stories in games: 2007
Bioshock
Assasin’s Creed
Call of Duty 4 – Modern Warfare
Uncharted
6. A decade of stories in games: 2008
Fallout 3
Braid
Left 4 Dead
Metal Gear Solid 4
7. A decade of stories in games: 2009
Dragon Age: Origins
Borderlands
Batman: Arkham Asylum
Mirror’s Edge
8. A decade of stories in games: 2010
Mass Effect 2
Fallout: New Vegas
Prince of Persia: Forgotten Sands
Metro 2033
9. A decade of stories in games: 2011
Skyrim
Portal 2
Bastion
To the Moon
10. A decade of stories in games: 2012
The Walking Dead
Journey
Far Cry 3
Spec Ops: The Line
Dear Esther
11. A decade of stories in games: 2013
Gone Home
Bioshock: Infinite
The Last of Us
Brothers: A Tale of two sons
Stanley Parable
Papers, please
12. A decade of stories in games: 2014
This War of Mine
Year walk
Divinity: Original Sin
Child of Light
13. A decade of stories in games: 2015
Undertale
Pillars of Eternity
SOMA
Her Story
Beginner’s Guide
14. A decade of stories in games: 2016
Firewatch
Inside
1979 Revolution: Black Friday
That Dragon, Cancer
Rise of the Tomb Raider
15. A decade of stories in games: 2017
What Remains of Edith Finch
Tacoma
Prey
Divinity: Original Sin II
17. A theory of what indies do best
Don’t try to compete on scale, scope or polish
Misstakes were made: Magnetic
An old story in a (somewhat) new way
Find new stories to tell, in new ways
Personal stories
People like us
Use new tools/frameworks to tell them
Welcome!
My name is Daniel Ström and I’m the CEO of Guru Games.
We are a local game company that started out in 2012 while still studing at the university
And have been working with single player narrative games in some way, shape or form since then.
I’ve also taught at the game writing program here in town, and have done the writing for all our in house titles since the start.
Todays talk is meant to give an overview of what has happened with games narrative in the last decade,
A deep dive if you will, into their protagonists, subject matter and plot.
But first, I’d like to give my reasons to why looking at what AAA is doing and has been doing is important for you when
You think about the story for your game.
AAA is a slowly moving freight train, filled with money, experience and massive amounts of skill.
So you take the risks on a smaller scale, and if you manage to make it work they come rolling down the tracks behind you.
I believe this is true for gameplay, stories genres and any other trends. (Battle royale, Survival games, Characters etc.)
You can’t sell them, you can’t eat them and they won’t automatically make themselves a reality.
But what if you have a great idea and the skills to make it real? Well then, the idea matters!
Is there anybody who has worked hard on a game, launched it and it did not sell? Raise your hands.
As an industry we tend to despise and ridicule idea guys, but worship Unique Selling points & Innovation.
This is basically the same thing.
I would argue that ideas are multipliers, and part of the equation that makes a successful game.
If you look at what blizzard has been doing for the last decade or two you’ll see that they take concepts that have been proved to work, but polish them up to a new level and stick their own IP on it.
So this is where the journey starts: dudes with guns, or knives. But clearly ready for combat.
CoD was praised as a cinematic narrative that rivaled Hollywood.
Btw this list is not all encompassing, there are other games that were celebrated for their narratives during each year.
These have been selected based on highest metacritic scores combined with awards for story or narrative.
First indie game on the list! Not really a story focused game in my mind, but certainly an innovative structure to telling a story.
Mirror’s Edge is a rare exception to the AAA freight train theory, but DICE had to fight hard to
Be allowed to make it, and EA forced them into adding combat, because they did not know how to sell
An FPS game without weapons.
Prince of Persia had a narrator!
And dudes in gas masks was really popular at the end of the last decade.
Ironcally the one game that is set in space is the dude not wearing a helmet.
This is the first brief hint to the indie takeover, but the year was largely dominated by Skyrim.
Spec Ops: The Line – questioning the ”dudes with guns” trope that had been the rule for the last 5 years.
This was also the year that we say the birth of the walking sim (not really, but in the public eye).
The threshold!
People have had it with dudes with guns saving the world,
But AAA hasn’t yet learned where else to go. Instead indie games are starting to snatch awards and praise
From press away from the big studios for the first time.
Noteworthy is that you can see AAA struggling with moving on, but hesitating in the doorway,
Having strong female characters as narrative focus, but not yet as the playable character.
Meanwhile indie is far ahead, ex Bioshock devs now releasing Gone Home.
This war of mine provided year another way to look at the consequences
Of the guy with a gun that had been so popular only 7 years earlier.
It showed a different, much darker side to war.
In 2015 indies started experimenting not only with the subject and tone of the story, but the way it was told,
Much more so than previous years.
Last year indie dominated with fantastic narrative games that dealth with some really tough subjects
Like dealing with terminal illness in those closest to you and loosing a child to cancer.
And that brings us to today!
One decade of narrative, in less than 20 minutes. Hopefully you can also see the pattern here,
And you don’t think that I’ve imagined this all on my own.
In a decade we’ve gone from Dudes with guns & knives dealing out death to anyone who dares stand in their way
To dealing with death in a more human and personal way, and exploring more complex concepts.
We’ve also moved from a market completely dominated by stories of epic scale and proportion
About saving the world to saving your cat.
Magnetic tried to do Portal, but better. Don’t do this, it’s a misstake.
Instead, tell new and personal stories in innovative and unusual ways.
An old advice to young writers: ”Write what you know.”
Papers please, this war of mine, Edith finch narrator, Tacomas rewind-function
(But also, write about dragons)
I personally believe all of the above can be, and is true.
The thing is that good advice can actually really bad if you don’t know when and where to follow them.
I can use my mustache as an example! (Well I can’t now if you are reading this online. But I could and did when I had the talk).
What I’m trying to say is: never believe anyone elses experience will automatically work for you. That is my final advice for you today,
Because knowing when to quit is the key to success.
Thank you!
You can always reach me on twitter or by shooting me an email,
But if you are itching to ask something, now is the time.