Game Narrative RC5

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Let’s Bridge Writing and Game Design

A discussion on the insights, tools and techniques for creating great game narratives

Anthony Meehan anthonymeehan@outlook.com

The Plan•A whole lot of formal stuff•Put that in perspective•Draw useful conclusions

•Characters in games•Compelling narrative moments, and compelling game narratives

•Methods to strongly bridge the professions•Discussion time

Story and Gameplay•Story: the sequence•Plot: the chaining•Narrative: the expression

•Ludology, Gameplay: the study, use of interactive mechanics•Ludonarrative: integration of gameplay and narrative

A Brief History of Narrative•Text-Based adventures

•Abstract, classic narratives

•Visual adventures

•RPGs

•Story and Action

•Today

Cutscenes, Scripted Events•Cutscenes are very popular•Text, Video, In-game•Often criticised, and often defended

•Scripted Events let the player move and interact•Narrative delivery simultaneous with gameplay•Setpieces increase the scale and scope•Rising expenses

Prompts, Background Story•Prompts provide Hints and pointers•Let the player act out the narrative•Can also let the player figure things out

•Background Story describes setting, characters, objectives•Appears before the game starts, or even on the box•Provides context to the game

Linear, Side-quests, Branching•Linear structures have the same objectives, same order•Follows an act-like structure

•Side-quests have alternative objectives, and arbitrary order•Proportionally costly

•Nonlinear structures branch to different objectives, and/or arbitrary order•Converging or diverging endings•Content-thinning dilemna

The Hero‘s Journey•Typical content of a game narrative

•The ordinary world, The call to adventure•The mentor, Crossing the threshold•Tests, allies and enemies, Threshold guardians•The innermost cave, The ordeal•The reward

•Omitted: The refusal, The road back, Answers, The return

Observations•“Tests, allies and enemies” use up 98% of game time

•Narrative beats often left dangling

•Hero, shadow, threshold guardian, ally archetypes are key

•Varying personification of characters

•Mentors have a range of forms

•Heralds are more prevalent in long games

Observations Continued•Backstory, cutscenes and prompts dominate this time

•String themes are common for backstory and catalysts

•Visceral emotional beats are used regularly, and delivered regularly

•Most games are still linear with some side quests.

•Focus is almost always on external conflict, rather than inner conflict.

•25% of time dedicated to narrative, 10-20 WPM

Game Narrative Structure•Consider the effects of prescribed narrative length and frequency

•Games like staple archetypes, but you can try something different

•Consider branching and sidequests as you build a linear game

•Prompting has surprising depth, make the most of it

Game Character Depth•External conflict creates immediate motivation

•Internal conflict aids engagement and empathy

•Game Heroes often lack internal conflict

•Poor communication could be to blame

Overlapping Systems•Quantifiable, and allow for compelling overlap

•Mechanical systems•Narrative technique systems•Abstract narrative systems

Compelling Overlap•One player, two characters system•Strong and weak characters •Systems have ludonarrative implications•Allows scripted moments to affect gameplay

•Instant death and retry systems•Surrealistic, ultraviolent framing•Systems inform each other cohesively•Allows for moments of dissonance

Compelling Overlap•System of many game states•Narrative presentation systems•Time influence system•Overlaps for a compelling escape sequence

•Movement and combat systems•Setpiece systems•Overlapping narrative techniques on top of gameplay for dynamic moments

Compelling Overlap•Emergent moments from many systems

•Contrasting moments from few systems

Methods of Communication•Let’s allow writers and game designers to communicate

•Language, visual, structure and process methods for communication

Pseudocode and LanguageHome System {

Protagonist is psychologically stableState of the house gradually improvesProtagonist is called to leave for "work"They enter the Mission System

}Mission System {

Missions are increasingly challengingProtagonist murders an increasing number of peopleEvents increasingly complicate missionsProtagonist is increasingly drained psychologicallyThey enter the Store System

}Store System {

Protagonist’s psychological state projects onto the worldClerk comments on the state of MiamiProtagonist is decreasingly complimentedThey receive some paymentThey enter the Home System

}

•Informal instruction

•Can also describe narrative systems

•Back to Hotline Miami

UML and Diagrams•Diagrams can communicate structure, relationship in systems•Concepts from UML can help formal, or ad-hoc diagrams

Game Design Wiki and Documents•Document all the systems and details of the game

•Combine plot synopsis, systems, character sheets etc.

•Reference for all decision making

•Wikis have more editing and navigation power

•Version control systems often include a wiki

Agile and Methodology•Figure out where you are•Take a small step towards the goal•Adjust based on what you learned•Repeat

•If you have multiple options, choose the one you can change easily

•Apply everyone and everything in the process

Let’s Bridge Writing and Game Design•Narrative technique and structure•Communicating Character•Overlap of narrative and mechanical systems•Language communication•Diagram Communication•Document/Wiki Communication•Agile development

Anthony Meehan anthonymeehan@outlook.com

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