Deconstructing the Best Interactive Storytelling

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Deconstructing the Best Interactive Storytelling. Richard Rouse III (Paranoid Productions) Marc Laidlaw (Valve) Steve Meretzky (Blue Fang) Ken Rolston (Big Huge Games) Game Developer’s Conference, 2008. True or False?. “Stories are irrelevant to games.” - PowerPoint PPT Presentation

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Deconstructing the Best Interactive Storytelling

Richard Rouse III (Paranoid Productions)Marc Laidlaw (Valve)Steve Meretzky (Blue Fang)Ken Rolston (Big Huge Games)

Game Developer’s Conference, 2008

True or False?“Stories are irrelevant to games.”

“Stories in games can’t compete with stories in other mediums.”

“All game writing sucks.”

An Ambitious Thesis

The best game storytelling can stand up to the storytelling

in any other medium.

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.

Designer/Writer: Brian MoriartyDeveloper: Lucasfilm Games

Released: 1990

The Story

Gameplay

Loom Storytelling Lessons

1. Transcend Genre

2. Beauty is more than skin deep

3. Endings can be more than “cheering elves”

Lead Designer: Tim StellmachPrinciple Writers: Terri Brosius,

Laura BaldwinDeveloper: Looking Glass Studios

Released: 1998

So Many Things Done So Well

• Great Writing

• Unparalleled Atmosphere

• Cagey Cutscenes

• Integrated Characters

Inversion Layers• First Person…Sneaker

• Standard Mission Objectives

Inversion Layers• Generic magic medieval fantasy world

• Cut-out Cut-scenes

Familiarity Breeds• Repeatedly begin with something that

looks familiar

• Then introduce the unexpected elements

In Its Own Right• As inventive as any good fantasy literature

• Moments that feel archetypal but are quite original

Integrated World• A world that feels rich and alive through its

responsiveness to player

• Creatures and characters integrated

• Taciturn narrator

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 AvelloneDeveloper: Black Isle Studios

Released: 1999

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 can’t 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 Characters

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 can’t I die?

Gameplay Alignment Dialog Twisted D&D

Creative Director/Lead Writer: Ken LevineDeveloped by Irrational/2K Boston

Released: 2007

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

Designer/Developer: Cliff Johnson

Released: 1987

The Story

The Puzzles

Sun’s Map

The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

www.fools-errand.com

Lead Designers: Fredrik Ljungdahl, Jens Andersson

Writers: Mikael Säker, John Platten, Flint Dille

Developers: Starbreeze, TigonReleased: 2004

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

Director/Writer: Shuu Takumi English Translator: Alexander O. SmithDeveloped by CapcomReleased: 2001 (Japan, GBA), 2005 (North America, DS)

Turnabout Is Gameplay

• Turnabout Court– Original Title: Gyakuten Saiban – Emphasis on Reversal

• Plot Twists, • Reversals in Character

The Heroes• Phoenix Wright and Associates

– The Good Guys

Opposing Farce

• The Villains

• Opposing Counsel

• Uncooperative Witnesses

• These guys are the key to the game’s success

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

Designing for the Payoff

• Highly iconic, stylized characters

• Very few animations, used sparingly

• Good guys are boring

Payola

Villains also exhibit few animations at first...

But When They Crack…

Under pressure…

But When They Crack…

Truth will out…

But When They Crack…

The gloves (and toupee) are off!

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)

Director/Designer: Fumito UedaDeveloper: Sony Computer Entertainment Japan/ Team Ico

Released: 2001

Ico Storytelling Lessons

• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Emotional Relationship as Gameplay Mechanic

Emotional Relationship as Gameplay Mechanic

Emotional Relationship as Gameplay Mechanic

Storytelling Through Animation

• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Ico Storytelling Lessons

True or False?

The best game storytelling can stand up to the storytelling in

any other medium

Additional Stories Worth Playing• Richard’s Extras:

– The Last Express– Grant Theft Auto: Vice City– A Mind Forever Voyaging

• Marc’s Extras:– Ecstatica– Myst– The Legend of Zelda:

Majora’s Mask

• Steve’s Extras:– Suspended– The Legend of Zelda:

Ocarina of Time– Portal

• Ken’s 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

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