Top Banner
The Game Developme nt Guild http:// groups.google.com/ group/g-d-g/
58
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: The Game Development Guild  d-g/

The Game Development

Guildhttp://groups.google.com/group/g-

d-g/

Page 2: The Game Development Guild  d-g/

CSE1GDT – Story Time

Paul Taylor 2009

Page 3: The Game Development Guild  d-g/

Chapter 1 – What makes a story?

Page 4: The Game Development Guild  d-g/

Interest Curves

• Inherent • Poetry

• Projection

Page 5: The Game Development Guild  d-g/

Story

• Story is an element that can influence all three of the types of interest– The impact can be both +ve and –ve– There are many other elements to your games– Story is one of the trickier ones

Page 6: The Game Development Guild  d-g/

What is a story?

• A sequence of events– Hopefully interesting– Possibly so interesting that the listener will want to

tell someone else

My Story:

There was a green frog and it died.

The End

Page 7: The Game Development Guild  d-g/

Does Story Integrate?

• Story works VERY well in books

• Story can work well in Movies

• Story in games is ??

Page 8: The Game Development Guild  d-g/

What’s happening?

Is storytelling passive?

Page 9: The Game Development Guild  d-g/

• Do people listen passively or actively?

• Do you wonder what is going to happen?• Does intrigue make you guess at the future?

• Do you empathise with the characters?

Page 10: The Game Development Guild  d-g/

Stories are NOT passive!

My Story:

There was a green frog and it died.

The End

Page 11: The Game Development Guild  d-g/

How fat does a story need to be?

• Chess• Final Fantasy• Tomb Raider 1....7• Naughts and Crosses• Tetris• Pac Man

Page 12: The Game Development Guild  d-g/

Pipe Dreams

A Completely Interactive Story where players have complete freedom, doing what they wish, and culminating wonderfully

• The Reality– It’s not going to happen, if it did, it would mentally

break people– This doesn’t mean we can’t create a great

immersive experience using story!

Page 13: The Game Development Guild  d-g/

The two headed snake

• Game players love the freedom to choose their own paths

• Stories are designed to have one ending

Page 14: The Game Development Guild  d-g/

Solutions to integrating story in games

• String of Pearls (Rivers and Lakes)– Performs well with interest and difficulty curves– It is linear– Almost entirely pre-scripted

• The Story Machine– The Sims is a story generator– Very unscripted– Directly/Indirectly controlled by the playa

Page 15: The Game Development Guild  d-g/

What about branching stories?

• A branching story has many different paths that can be taken

• This leaves the designer with either multiple endings, or trying to tie all of the players choices back to the one (or few) ending(s)

Page 16: The Game Development Guild  d-g/

Issue #1

• Good stories have unity• Unity – ‘state of being undivided or unbroken

completeness or totality with nothing wanting.’

• So unity means the story is resolved in ALL aspects– This conflicts with the “I can smell a sequel

ending” ?cheapening the game?

Page 17: The Game Development Guild  d-g/

Issue #2 Combinatorial Explosions

What if you had just three choices at ten points in your game?

3^10 = 59049 Different paths!!!

Fusing outcomes together is not a great solution• The story will end up with

inconsistencies and contradictions

Page 18: The Game Development Guild  d-g/

Issue #3 Multiple Endings Suck

• Is this the real ending?– Silent Hill 5

• Do I have to play through the whole game again to see the other endings?– BioShock

• Exceptions do arise– Good vs Evil– Knights of the old republic

Page 19: The Game Development Guild  d-g/

Problem #4 Not Enough Verbs

Verb = Action word• Videogame characters are not very expressive!• They tend to have verbs like

– Run walk shoot jump throw crouch• Movie characters

– Talk convince shout plead scream• Book characters

– Ponder insecure angered calmed worried

Page 20: The Game Development Guild  d-g/

Problem #4 Not Enough Verbs

• We are left to tell the story with at least one of the main characters unable to fluently express themselves.

Page 21: The Game Development Guild  d-g/

Issue #5 The Tragedy of Tragedy

• The freedom you afford the player will generally remove the inevitability from the story.

• When you limit the player to introduce this it can frustrate them

• Having a save point removes the players worry about the death of characters

Page 22: The Game Development Guild  d-g/

Ideas for story

Steal from Hollywood

1) A character with a goal2) Obstacles to keep them from reaching the

goal3) Rising above the conflicts to ‘win’To this end you must relate all the challenges in

your game to the story

Page 23: The Game Development Guild  d-g/

Simplicity and Transcendence

• Simplicity is inherent in game worlds– Grass is just grass– Climbable objects are usually more obvious

• Transcendence - ‘of climbing or going beyond’– Giving the player power– Allowing them to go beyond normal

Page 24: The Game Development Guild  d-g/

Simplicity and Transcendence

Typical Themes with inherent transcendance

MedievalFuturistic

WarModern

Page 25: The Game Development Guild  d-g/

Consider the Hero’s journey

A book by mythologist Joseph Campbell 1949‘The hero with a Thousand Faces’The book describes the ‘monomyth’ which

describes the underlying structure of almost all stories

Star Wars was based on this book!

Page 26: The Game Development Guild  d-g/

V2.0

Christopehr Vogler 1992.‘The Writer’s Journey’

A practical guide to writing based on the archetypes of the monomyth

This one was believed to be used by the writers of The Matrix

Page 27: The Game Development Guild  d-g/

Games are usually all about a Hero

• Google it, you’ll get all you need from it.Synopsis from TAOGD:The Ordinary WorldThe Call to Adventure – Challenge the disrupts

lifeRefusal of the Call - ExcusesMeeting with the Mentor – Wise figureCrossing the Threshold – Leaving ordinary

Page 28: The Game Development Guild  d-g/

Tests, Allies, Enemies – Minor challengesApproaching the Cave (as in caving-in)The Ordeal – Life / DeathThe Reward – Survival + RewardThe Road Back – Return to the ordinary worldResurrection – ClimaxReturning with the Elixir – Life+1

Page 29: The Game Development Guild  d-g/

Interest curves again

If you look over the hero’s journey you’ll see it!

Page 30: The Game Development Guild  d-g/

Use your story as a tool!

• Hardware limitations– Fog

• Complexity Issues– GOW AI

Page 31: The Game Development Guild  d-g/

Schopenhauer's Law of Entropy

~Decomposition: If you put a spoonful of wine in a barrel full of

sewage, you get sewage. If you put a spoonful of sewage in a barrel full of

wine, you get sewage.

Page 32: The Game Development Guild  d-g/

Keep your World Consistent and Coherent!!

• It doesn’t need to be controlled by the rules of the real world, but must be internally logical

• If eating pigeons is ok at the start then it should continue unless the story dictates the change and notifies the player!

Page 33: The Game Development Guild  d-g/

Make the world accessible

• Accessible != Realistic– Pirate ships are incredibly slow– Cars are Very Fragile– Shooting lots of people is bad

Page 34: The Game Development Guild  d-g/

“I’ll be back”

Page 35: The Game Development Guild  d-g/

Be careful with Clichés!

• Negative– They can cheapen the game– Bore players with predictability

• Positive– Familiar to the player– Comprehensible and relatable

• Perhaps combine new and old?

Page 36: The Game Development Guild  d-g/

When Words Fail

Go back to pre-school and get drawing!

The Book - Treasure Island was imagined on a small map Robert Stevenson’s stepson was painting

Some ideas just look better in pictures

Page 37: The Game Development Guild  d-g/

Chapter 2 – Indirect Control

Page 38: The Game Development Guild  d-g/

Bob Bates – Game Designer

• “Story and gameplay are like oil and vinegar. Theoretically they don’t mix, but if you put them in a bottle and shake them up real good, they’re pretty good on a salad.”

Page 39: The Game Development Guild  d-g/

This lecture is about merging the story you are creating with your gameplay through indirect control.

The problem we must solve is the two headed snake from before:

Page 40: The Game Development Guild  d-g/

The two headed snake

• Game players love the freedom to choose their own paths

• Stories are designed to have one ending

• The Solution: Indirect Control

Page 41: The Game Development Guild  d-g/

Indirect Control

• Players love their freedom, it is what makes gameplay fun

• So we must give them freedom?• No!

Page 42: The Game Development Guild  d-g/

The Feeling of Freedom

• What colour should the next slide be?RedBlue

GreenOrangePurpleWhiteBlack

Page 43: The Game Development Guild  d-g/

It doesn’t matter!

• You didn’t have freedom of choice, but all the same you felt like you had choice

• I used a constraint to ‘help’ you choose within the scope of freedom provided

Page 44: The Game Development Guild  d-g/

The Biggest Indirect Control

Goals

Page 45: The Game Development Guild  d-g/

The Biggest Indirect Control

Goals

Page 46: The Game Development Guild  d-g/

Goals

• The Goals you have set in the players mind will largely guide their behaviour through the game

• If players believe they need to hide, they will search for a place

• If they believe the building is collapsing they will run

Page 47: The Game Development Guild  d-g/

Interface

• Remember your juicy interface?• It should be transparent to the immersed

player• Physical Interface Limitations

– Guitar Hero– Rock Band– Wii-Zappers

Page 48: The Game Development Guild  d-g/

Interface

• Virtual Interface Limitations– The type of avatar (persona)– The way the interface does (or doesn’t) react to

game objects

Page 49: The Game Development Guild  d-g/

Visual Design

• To make life simple we can look at some different artwork and photos

Page 50: The Game Development Guild  d-g/

www.artsjournal.com/dewey21c/LatteArtWeb.jpg

Page 51: The Game Development Guild  d-g/

http://riverdaughter.wordpress.com/2009/08/05/wednesday-morning-coffee-and-links/

Page 52: The Game Development Guild  d-g/

Real or Fake?

Page 53: The Game Development Guild  d-g/

Real or Fake?

Page 54: The Game Development Guild  d-g/

Characters

• Using story to make the player empathise with, and care about the characters

• Characters are a great tool to manipulate the way players play the game

Page 55: The Game Development Guild  d-g/

Music

• It works in restaurants and at train stations– High Energy– Creepy– Quiet and relaxing– Techno– Etc

– Silence

Page 56: The Game Development Guild  d-g/

Collusion

‘- an agreement, usually secretive, to limit open competition by deceiving, misleading, defrauding or gaining an unfair advantage ‘

Page 57: The Game Development Guild  d-g/

Lao Tzu – Chinese Philosopher“When the best leader’s work is done the

people say “We did it ourselves!”

This can be summarised down to the game colluding to draw the player along a path

Page 58: The Game Development Guild  d-g/

The End!