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Generic magic medieval fantasy world. Cut-out Cut-scenes. Familiarity ... A world that feels rich and alive through its responsiveness to player ...
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Slide 1:Deconstructing the Best Interactive Storytelling
Richard Rouse III (Paranoid Productions) Marc Laidlaw (Valve) Steve Meretzky (Blue Fang) Ken Rolston (Big Huge Games) Game Developers Conference, 2008
Slide 2:True or False?
Stories are irrelevant to games. Stories in games cant compete with stories in other mediums. All game writing sucks.
Slide 3:An Ambitious Thesis
The best game storytelling can stand up to the storytelling in any other medium.
Slide 4:A Best Practice
To become better game storytellers, we must identify and study the games that have told stories well it well in the past.
Slide 5:Designer/Writer: Brian MoriartyDeveloper: Lucasfilm Games Released: 1990
Slide 7:The Story
Slide 8:Gameplay
Slide 9:Loom Storytelling Lessons
Transcend Genre Beauty is more than skin deep Endings can be more than cheering elves
Slide 10:Lead Designer: Tim Stellmach Principle Writers: Terri Brosius, Laura Baldwin Developer: Looking Glass Studios Released: 1998
Slide 11:So Many Things Done So Well
Great Writing Unparalleled Atmosphere Cagey Cutscenes Integrated Characters
Slide 12:Inversion Layers
First Person Sneaker Standard Mission Objectives
Slide 13:Inversion Layers
Generic magic medieval fantasy world Cut-out Cut-scenes
Slide 14:Familiarity Breeds
Repeatedly begin with something that looks familiar Then introduce the unexpected elements
Slide 15:In Its Own Right
As inventive as any good fantasy literature Moments that feel archetypal but are quite original
Slide 16:Integrated World
A world that feels rich and alive through its responsiveness to player Creatures and characters integrated Taciturn narrator
Slide 17:Thief Storytelling Lessons
Ground the world in reality Emphasis on elements that can be undermined, inverted, abridged Gradual encrustation of strangeness Let all the elements mingle Fine writing brings it all to fruition, as much as fine game design
Lead Designer: Chris Avellone Developer: Black Isle Studios Released: 1999Slide 19:Narrative Virtues
Theme, Setting, Characters, and Plot Am I a good man, or a bad man? Sense of Place Art and Setting Design Varied, Vivid, Charming Characters The plot is all about me... who am I? why cant I die? Gameplay Alignment Dialog Twisted D&D
Colorful reinforcing narrative exposition Colorful reinforcing narrative exposition... AND gameplay Equippable bits etched with exposition AND gameplay Gratutitous fountains of text exposition and text exploration Gratutitous fountains of text exposition and text exploration Alignment: simple model of personality and morality narrative and gameplay feedback many dialog tests and choices You know what? We should get some female zombies to join this party, right, chief? I think, therefore I am I think. Get your eyes off my arse. What can change the nature of a man? Varied, Vivid, Charming CharactersSlide 26:Planescape: TormentStorytelling Lessons
Theme, Setting, Characters, and Plot Am I a good man, or a bad man? Sense of Place Art and Setting Design Varied, Vivid, Charming Characters The plot is all about me... who am I? why cant I die? Gameplay Alignment Dialog Twisted D&D
Slide 27:Creative Director/Lead Writer: Ken LevineDeveloped by Irrational/2K BostonReleased: 2007
Slide 28:BioShock Storytelling Lessons
(Almost) No breaks in the gameplay Story and game combined as one, through: environment design audio scripted sequences montage/image-overlay Distinct sense of place Unique story and compelling dialog/VO
Slide 29:Designer/Developer: Cliff JohnsonReleased: 1987
Slide 30:The Story
Slide 31:The Puzzles
Slide 32:Suns Map
Slide 33:The Fools Errand Storytelling Lessons
Less is more Find a style that works Integrate story and gameplay
Slide 34:The Fools Errand Storytelling Lessons
Less is more Find a style that works Integrate story and gameplay www.fools-errand.com
Lead Designers: Fredrik Ljungdahl, Jens Andersson Writers: Mikael Säker, John Platten, Flint Dille Developers: Starbreeze, Tigon Released: 2004Slide 36:The Chronicles of RiddickNarrative Virtues
Slick, Self-Assured Use of License Strong Protagonist, Strong Rendering Interface Tailored to the Protagonist Gameplay Tailored to the Protagonist Prison Setting Asymmetrical Conflict Gameplay: Riot Guard Undefeatable enemy; solution is luring and evasion. Emphasize smart over powerful and when you DO got something powerful, it is Over the Top and comically cheerful.Gameplay: Riot Guard Undefeatable enemy; solution is luring and evasion. Emphasize smart over powerful and when you DO got something powerful, it is Over the Top and comically cheerful.
Slide 37:Director/Writer: Shuu Takumi English Translator: Alexander O. Smith Developed by Capcom Released: 2001 (Japan, GBA), 2005 (North America, DS)
Slide 38:Turnabout Is Gameplay
Turnabout Court Original Title: Gyakuten Saiban Emphasis on Reversal Plot Twists, Reversals in Character
Slide 39:The Heroes
Phoenix Wright and Associates The Good Guys
Slide 40:Opposing Farce
The Villains Opposing Counsel Uncooperative Witnesses These guys are the key to the games success
Slide 41:Liars
Everyone has a secret Everyone lies Everyone cracks under pressure Out comes the kernel of truth Insight into character also gives solution to the mystery and solves the crime that drives each episode
Slide 42:Designing for the Payoff
Highly iconic, stylized characters Very few animations, used sparingly Good guys are boring
Slide 43:Payola
Villains also exhibit few animations at first...
Slide 44:But When They Crack
Under pressure
Slide 45:But When They Crack
Truth will out
Slide 46:But When They Crack
The gloves (and toupee) are off!
Slide 47:Phoenix WrightStorytelling Lessons
Characters serve as point where gameplay and narrative intersect Clever character design opens new gameplay possibilities Core mystery is one of character (same technique is successfully deployed in Bioshock and Torment)
Slide 48:Director/Designer: Fumito UedaDeveloper: Sony Computer Entertainment Japan/ Team IcoReleased: 2001
Slide 49:Ico Storytelling Lessons
Emotional relationship as gameplay mechanic Minimalist storytelling Character definition through animation Unique Tone, Story and Emotion
Slide 50:Emotional Relationship as Gameplay Mechanic
Slide 51:Emotional Relationship as Gameplay Mechanic
Slide 52:Emotional Relationship as Gameplay Mechanic
Slide 53:Storytelling Through Animation
Slide 54:Emotional relationship as gameplay mechanic Minimalist storytelling Character definition through animation Unique Tone, Story and Emotion
Ico Storytelling Lessons
Slide 55:True or False?
The best game storytelling can stand up to the storytelling in any other medium
Slide 56:Additional Stories Worth Playing
Richards Extras: The Last Express Grant Theft Auto: Vice City A Mind Forever Voyaging Marcs Extras: Ecstatica Myst The Legend of Zelda: Majoras Mask Steves Extras: Suspended The Legend of Zelda: Ocarina of Time Portal Kens Extras: Gadget Myth Call of Duty Betrayal at Krondor Slides and more at: www.paranoidproductions.com/storiesbestplayed Richard: rr3@paranoidproductions.comMarc: laidlaw@valvesoftware.com Steve: sem@bluefang.com Ken: krolston@bighugegames.com Contact: