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Josiah Lebowitz Chris Klug

Interactive Storytelling for Video Games Chapter 12: The Argument for the Supremacy of Player-Driven Storytelling. Josiah Lebowitz Chris Klug. The Great Argument. Which of the previously covered types of game storytelling is the best?

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Josiah Lebowitz Chris Klug

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  1. Interactive Storytelling for Video GamesChapter 12: The Argument for the Supremacy of Player-Driven Storytelling Josiah Lebowitz Chris Klug

  2. The Great Argument • Which of the previously covered types of game storytelling is the best? • Do players prefer more traditional stories with clearly defined characters and well crafted plots? • Or do they prefer highly player-driven stories which give them a large degree of control and freedom? • Many notable game industry veterans can be found on both sides of the debate. • The argument needs to be looked at from both sides.

  3. The Four Key Points • Supporters of player-driven storytelling primarily base their arguments on four key points. (Opposing arguments will be covered in the next chapter.) • The Evolution of the Art Form • Giving the Writer Greater Freedom • Strengthening the Player – Character Bond • Giving the Player What He Wants

  4. The Evolution of the Art Form • Traditional storytelling has existed since the dawn of recorded history. • Many stories from hundreds and even thousands of years ago are still considered to be among the best ever written. • Therefor, traditional storytelling reached its peak long ago and can no longer advance as an art form. • To push storytelling to new heights, its necessary to put aside the old methods and focus on player-driven stories so the art form can continue to grow and evolve.

  5. Giving the Writer Greater Freedom • Player-driven stories free writers from having to follow a single plot progression and outcome in their stories. • Writers can use player-driven storytelling to fully explore all possible angles and outcomes of their stories. • Backstory can be spread across multiple branches and optional sections, improving the story’s pacing.

  6. Strengthening the Player – Character Bond • Players become much more engaged by and emotionally invested in stories when they truly care about the hero. • Interactivity can help strengthen the bond between the player and hero. • Therefor, allowing the player to create a custom hero and giving him a significant degree of control over the hero’s personality and actions should allow him to easily form a very close bond with that hero.

  7. Giving the Player What He Wants • Games need to make money and, to do that, they must appeal to a large number of players. • Stories are an important part of what attracts players to games (at least in some game genres). • Many things, such as poor pacing or a bad ending, can easily detract from or ruin a story. • Giving the player control over a story’s progression and outcome should, in theory, allow him to ensure that the story follows the path he’ll enjoy most. • Therefor, what the player wants and enjoys most isn’t to watch a story unfold, but to become a part of and help shape the story. • Assuming this is correct no further argument should be needed. But is that really the case?

  8. Things to Consider • Do you think that highly player-driven stories are superior to more traditional stories? Why or why not? • Briefly summarize your own thoughts on the four key points. • Can you think of any additional arguments that could be used to support the supremacy of player-driven stories? • Do you believe that most players want to be given more control and freedom in video game stories? Why or why not?

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