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Jesse Aldridge
07-28-2005, 04:35 AM
The lead story on Gamasutra is currently about story in games. I thought it was interesting and typed out a summary for the designer of my next project. I figured I might as well post the summary here too. Note that of course, the summary consists of what I thought was important, and that I gave a few minor interpretations here and there when I thought it was needed.

Here's a link to the full article (http://gamasutra.com/features/20050727/sutherland_02.shtml).

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Story will help games sell because it is a universal human experience.

A problem with game stories is: games aren't movies. Games vs. Movies is similar to an older problem of Movies vs. Plays.
It took people a while to figure out movies particular strengths and weaknesses.

Two basic misunderstanding about game stories: 1. Story is dialog 2. Story doesn't matter.
Main element of story is CONFLICT.

Classical story structure - it's simple & it works.

# First there's a *hero*.
# World thrown out of order by an *inciting incident*.
# A *gap* opens up between the hero and an orderly life.
# The hero tries the normal, conservative action to overcome the gap. It fails.
# The hero then has to take a risk to overcome the obstacles that are pushing back.
# Reversal - Something happens, a second gap has opened up.
# The hero has to take a greater risk to overcome the second gap.
# After overcoming the second gap, there is another reversal, opening a third gap.
# The hero has to take the greatest risk of all to overcome this gap and get to that object of desire, which is usually an orderly life.

Characterization is defined by the choices a character makes.
*Principle of antagonism* - forces pressure the hero into making choices that bring out character.
Games should force the player to make choices, thus bringing out character.

Reversals are important, but make them good, the audience can smell "cheating."

Games & movies are mainly visual, and both are mainly about external conflict - player vs world.
Games differ because player is protaganist. This solves the empathy problem.
But designers must find new ways to provide complex webs of choice while limiting to a linear or branching path.

Pacing is longer in games.
E.g. WWII soldier in foxhole with bullets flying overhead - boring in a moive after 3 minutes. Same scene could drag on in a game - it's the player's ass in there, it's life or death.
Dialog tends to shrink, with the exception of when it works as a game mechanic (as in RPGs).

Halo is provided as an example of a game story that works:

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Once upon a time, there was a genetically enhanced super-soldier…

Act I: Halo is a computer that the Covenant want to use as a weapon, so the humans, led by you, the Master Chief, have to get there first and activate its defense functions. There's a clear conflict: You versus the Covenant. And it's spurred by an inciting incident: The Covenant have attacked your ship, and you've had to take off in the equivalent of a minivan before the ship explodes. You have no idea what happened to Captain Keyes.

Act II: As you fight the Covenant along side the Marines, you walk into a room wher e a freaked-out Marine shoots you, and you have to kill him. That's a great moment of choice, even in a linear plot.

You also see Covenant corpses that you didn't kill.

The Flood presents an interesting reversal in Halo and again in Halo 2.

Then you meet The Flood, which try to eat both you and the Covenant. Reversal: The conflict isn't as clear as you thought. It has expanded, and caused your world to change. Some of your friends are now your enemies, and there are new enemies.

Act III: You are "assisted" by a hovering machine Librarian in turning on Halo's defense system, so you can use it against the Flood.

Then you find out from Cortana that you've been tricked: Halo is a machine that wanted to kill the Flood, yes, but also all othe r life forms. Now you have to destroy Halo itself. Reversal: The conflict has expanded again.

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Do->Show->Tell
Get the player to do things whenever possible, fall back on showing them things, avoid telling them things when you can.

The principle of antagonism in planned by the writer, created by the designer, and implemented by the programmers.

mahlzeit
07-28-2005, 07:04 AM
If you're just interested in writing better stories that can be tacked on to existing gameplay (as opposed to integrating storytelling with the actual gameplay), you might want to check out the book "Creating Emotion in Games" by David Freeman. It's basically a bunch of screenwriting tips applied to games. Of course, you can also buy any screenwriting book. "Story" by Robert McKee is one of the classics.


Games & movies [. . .] are mainly about external conflict - player vs world
Not in the very least. Movies are more often about inner conflict. (Although interpersonal and "world" conflicts do make appearances.) However, the medium requires that all conflict is externalized. That's what drama is about, and what makes movies (and theater) so different from, say, novels. You can't put a camera into someone's head, so instead of the protagonist fighting a battle in his head, you have to introduce another character to play the antagonist.

soniCron
07-28-2005, 10:32 AM
@Jesse: If you enjoyed that article, there are many more to be read. However, I'm not quite sure why you summarized it for the designer. He should thouroughly read the entire article. (Just a suggestion.) Anyway, here are some other excellent storytelling articles:

Three Problems for Interactive Storytellers (http://www.gamasutra.com/features/designers_notebook/19991229.htm)
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry (http://www.gamasutra.com/features/20000301/carson_01.htm)
Environmental Storytelling, Part II: Bringing Theme Park Environment Design Techniques to the Virtual World (http://www.gamasutra.com/features/20000405/carson_01.htm)
Environmental Storytelling Part III: Lessons Learned in the Virtual World (http://www.gamasutra.com/resource_guide/20040920/carson_01.shtml)
Using the Hero's Journey in Games (http://www.gamasutra.com/features/20001127/dunniway_01.htm)
Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment (http://www.gamasutra.com/features/20010615/luban_01.shtml)
Adapting the Tools of Drama to Interactive Storytelling (http://www.gamasutra.com/features/20010914/littlejohn_01.htm)
Four Ways to Use Symbols to Add Emotional Depth to Games (http://www.gamasutra.com/features/20020724/freeman_01.htm)
Active Storytelling in Games (http://www.gamasutra.com/features/20050707/chandler_01.shtml)
Interactive Narrative: Theory and Practice (http://www.gamasutra.com/education/theses/20040615/ward_01.shtml)
Story Games and the OPIATE System (http://www.gamasutra.com/education/theses/20050628/fairclough_01.shtml)
Wiring Narrative into Play: a Practical Primer (GDCTV) (http://www.gamasutra.com/features/20050608/barwood_01.shtml)




Not in the very least. Movies are more often about inner conflict. (Although interpersonal and "world" conflicts do make appearances.) However, the medium requires that all conflict is externalized. That's what drama is about, and what makes movies (and theater) so different from, say, novels. You can't put a camera into someone's head, so instead of the protagonist fighting a battle in his head, you have to introduce another character to play the antagonist. It can be done, though it's much harder to pull off than books. Check out One Hour Photo. Of course, I'm not disagreeing with you, either! ;)

Jesse Aldridge
07-29-2005, 11:48 PM
Not in the very least. Movies are more often about inner conflict. (Although interpersonal and "world" conflicts do make appearances.) However, the medium requires that all conflict is externalized. That's what drama is about, and what makes movies (and theater) so different from, say, novels. You can't put a camera into someone's head, so instead of the protagonist fighting a battle in his head, you have to introduce another character to play the antagonist.That's an interesting point, I hadn't thought about that.

However, I'm not quite sure why you summarized it for the designer. I was afraid the link might turn in to one of those things he would get around to someday (i.e. never). He had been having some problems with the story, and I thought I'd drop him some inspiration.
Thanks for the boatload of links, I'll glance through a couple. I'll be sure to thoroughly read them all, you know, when I get a chance :).