Storytelling: The Video Game as Art
Jan 07, 2016
Storytelling:The Video Game as Art
Traditional Storytelling Structure
Act I - Introduction of the problem • (Where is the Princess?)
Act II - Overcoming the problem• (The princess is in another
castle!) Act III - Solving of the
problem• (The princess is safe … back
to plumbing.)
Hero’s Journey Exposition:
• Just a country boy. Call:
• Time to get moving … Refusal:
• … in a minute. Information:
• He killed my dog!? Departure:
• I’ll miss you all Testing:
• Have at ye! Reward:
• That’s it? Ordeal:
• Again? You’ve got to be kidding me. Resurrection:
• Why won’t you just die! Return:
• I hope no one touched my stuff.
Premise Quick High-level summary of the
story: A black hole has swallowed all the planets in thesolar system. The Prince of the Universe picks up items by
rolling his magic ball in order to recreate the planets and plug the hole.
You’re a freelance reporter stuck in a malland surrounded by bloodthirsty zombies.
You must use everything at your disposal as a weapon in order to survive long
enough to be rescued.
Backstory So … Snake IS the Metal Gear???
Themes
Bioshock - Ayn Rand’s dystopia and stem cell research
GTA 4 – The consequences of revenge Braid - Memories and Relationships CoD 4 - Sacrifice and Nationalism Fallout - The human paradox of survival
and self destruction Max Payne - Survivor's guilt and accepting
loss
Setting
Environment is exposition
Plot Balancing Conflict Shifting Focus Foreshadowing Suspension
of Disbelief Realism
Story Devices Interactivity Non-Linearity Player control Collaboration Cinematics Scripted Events
The Game as Art?