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17 March 2014. narrative. Dear esther. What is the same as other art forms? What is different from other art forms?. Narrative in games. same. Plot tell complete stories interesting , exciting and ultimately satisfying mystify but ultimately create revelation and understanding
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17 March 2014 narrative
What is the same as other art forms? What is different from other art forms? Narrative in games
Plot • tell complete stories • interesting, exciting and ultimately satisfying • mystify but ultimately create revelation and understanding • Tension and resolution • create tension • trigger closure by resolving the tension • Character • identify with the protagonist or other sympathetic characters • recognize antagonists from own lives • Art • has structure, rule and science • is about emotion: to stimulate and arouse Story is …
Hermeneutic: element of the story not fully explained and hence a mystery Proairetic: buildstension Together keep the reader interested Semantic; connotationand extended meaning Symbolic: deeper sets of meaning Cultural: foundation for truth (e.g., science, religion, magical truths) Narrative components (Barthes)
Set up Confrontation Resolution Three Act Play
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. • Call to adventure • Road of trials • Boon • Return to the ordinary world • Application of the boon • Vogler’s version hero’s journey (campbell 1949)
Exploration • Explore a different part of the world and • the story changes OR • you learn more backstory Different
No longer writing one story Writing many stories Story changes
More involvement More immersion More back story
Game relationships Narrative Events In-Game Events Player Events Triggers
Linear Branching Foldback Emergent Story Models
Aesthetically • Greater emotional capability • Deny dramatic freedom • Practically • Require less content • Engine simpler • Less prone to bugs (absurdities) Linear stories
Aesthetically • Replayable • Harder to create specific emotions • Event influence • Advise player of significance • Deferred or cumulative • Practically • Expensive and complex • Merging • Number of endings branching stories
Inevitable events that create the story arc • Every play comes through them • Compromise between complexity and dramatic freedom Foldback stories
No storytelling engine Story evolves strictly from player actions emergent stories
Endings • Dramatic and premature • Multiplicity • Narrative granularity considerations
Mechanisms • Challenges • Choices • Drama (time) • Journey • Tools • Cut scenes • Dialogue Advancing the plot
Before there was graphics there were stories in games Interactive fiction
Tony Hirst’sDigital Worlds Lee Sheldon, Character Development and Storytelling for Games (2004) Today’s MMORPGs Resources