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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

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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Page 1: Deconstructing the Best Interactive Storytelling

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

Page 2: Deconstructing the Best Interactive Storytelling

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

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

“All game writing sucks.”

Page 3: Deconstructing the Best Interactive Storytelling

An Ambitious Thesis

The best game storytelling can stand up to the storytelling

in any other medium.

Page 4: Deconstructing the Best Interactive Storytelling

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.

Page 5: Deconstructing the Best Interactive Storytelling

Designer/Writer: Brian MoriartyDeveloper: Lucasfilm Games

Released: 1990

Page 6: Deconstructing the Best Interactive Storytelling
Page 7: Deconstructing the Best Interactive Storytelling

The Story

Page 8: Deconstructing the Best Interactive Storytelling

Gameplay

Page 9: Deconstructing the Best Interactive Storytelling

Loom Storytelling Lessons

1. Transcend Genre

2. Beauty is more than skin deep

3. Endings can be more than “cheering elves”

Page 10: Deconstructing the Best Interactive Storytelling

Lead Designer: Tim StellmachPrinciple Writers: Terri Brosius,

Laura BaldwinDeveloper: Looking Glass Studios

Released: 1998

Page 11: Deconstructing the Best Interactive Storytelling

So Many Things Done So Well

• Great Writing

• Unparalleled Atmosphere

• Cagey Cutscenes

• Integrated Characters

Page 12: Deconstructing the Best Interactive Storytelling

Inversion Layers• First Person…Sneaker

• Standard Mission Objectives

Page 13: Deconstructing the Best Interactive Storytelling

Inversion Layers• Generic magic medieval fantasy world

• Cut-out Cut-scenes

Page 14: Deconstructing the Best Interactive Storytelling

Familiarity Breeds• Repeatedly begin with something that

looks familiar

• Then introduce the unexpected elements

Page 15: Deconstructing the Best Interactive Storytelling

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

• Moments that feel archetypal but are quite original

Page 16: Deconstructing the Best Interactive Storytelling

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

responsiveness to player

• Creatures and characters integrated

• Taciturn narrator

Page 17: Deconstructing the Best Interactive Storytelling

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

Page 18: Deconstructing the Best Interactive Storytelling

Lead Designer: Chris AvelloneDeveloper: Black Isle Studios

Released: 1999

Page 19: Deconstructing the Best Interactive Storytelling

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

Page 20: Deconstructing the Best Interactive Storytelling

Colorful reinforcing narrative

exposition

Page 21: Deconstructing the Best Interactive Storytelling

Colorful reinforcing narrative

exposition... AND

gameplay

Page 22: Deconstructing the Best Interactive Storytelling

Equippable bits etched with exposition

AND gameplay

Page 23: Deconstructing the Best Interactive Storytelling

Gratutitous fountains of

text exposition and text

exploration

Page 24: Deconstructing the Best Interactive Storytelling

Gratutitous fountains of

text exposition and text

exploration

Alignment: simple model of personality and morality

narrative and gameplay feedback

many dialog tests and choices

Page 25: Deconstructing the Best Interactive Storytelling

“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

Page 26: Deconstructing the Best Interactive Storytelling

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

Page 27: Deconstructing the Best Interactive Storytelling

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

Released: 2007

Page 28: Deconstructing the Best Interactive Storytelling

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

Page 29: Deconstructing the Best Interactive Storytelling

Designer/Developer: Cliff Johnson

Released: 1987

Page 30: Deconstructing the Best Interactive Storytelling

The Story

Page 31: Deconstructing the Best Interactive Storytelling

The Puzzles

Page 32: Deconstructing the Best Interactive Storytelling

Sun’s Map

Page 33: Deconstructing the Best Interactive Storytelling

The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

Page 34: Deconstructing the Best Interactive Storytelling

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

Page 35: Deconstructing the Best Interactive Storytelling

Lead Designers: Fredrik Ljungdahl, Jens Andersson

Writers: Mikael Säker, John Platten, Flint Dille

Developers: Starbreeze, TigonReleased: 2004

Page 36: Deconstructing the Best Interactive Storytelling

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

Page 37: Deconstructing the Best Interactive Storytelling

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

Page 38: Deconstructing the Best Interactive Storytelling

Turnabout Is Gameplay

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

• Plot Twists, • Reversals in Character

Page 39: Deconstructing the Best Interactive Storytelling

The Heroes• Phoenix Wright and Associates

– The Good Guys

Page 40: Deconstructing the Best Interactive Storytelling

Opposing Farce

• The Villains

• Opposing Counsel

• Uncooperative Witnesses

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

Page 41: Deconstructing the Best Interactive Storytelling

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

Page 42: Deconstructing the Best Interactive Storytelling

Designing for the Payoff

• Highly iconic, stylized characters

• Very few animations, used sparingly

• Good guys are boring

Page 43: Deconstructing the Best Interactive Storytelling

Payola

Villains also exhibit few animations at first...

Page 44: Deconstructing the Best Interactive Storytelling

But When They Crack…

Under pressure…

Page 45: Deconstructing the Best Interactive Storytelling

But When They Crack…

Truth will out…

Page 46: Deconstructing the Best Interactive Storytelling

But When They Crack…

The gloves (and toupee) are off!

Page 47: Deconstructing the Best Interactive Storytelling

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)

Page 48: Deconstructing the Best Interactive Storytelling

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

Released: 2001

Page 49: Deconstructing the Best Interactive Storytelling

Ico Storytelling Lessons

• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Page 50: Deconstructing the Best Interactive Storytelling

Emotional Relationship as Gameplay Mechanic

Page 51: Deconstructing the Best Interactive Storytelling

Emotional Relationship as Gameplay Mechanic

Page 52: Deconstructing the Best Interactive Storytelling

Emotional Relationship as Gameplay Mechanic

Page 53: Deconstructing the Best Interactive Storytelling

Storytelling Through Animation

Page 54: Deconstructing the Best Interactive Storytelling

• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Ico Storytelling Lessons

Page 55: Deconstructing the Best Interactive Storytelling

True or False?

The best game storytelling can stand up to the storytelling in

any other medium

Page 56: Deconstructing the Best Interactive Storytelling

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: [email protected]: [email protected] Steve: [email protected] Ken: [email protected]

Contact: