Transcript
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

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

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

“All game writing sucks.”

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An Ambitious Thesis

The best game storytelling can stand up to the storytelling

in any other medium.

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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.

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Designer/Writer: Brian MoriartyDeveloper: Lucasfilm Games

Released: 1990

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The Story

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Gameplay

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Loom Storytelling Lessons

1. Transcend Genre

2. Beauty is more than skin deep

3. Endings can be more than “cheering elves”

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Lead Designer: Tim StellmachPrinciple Writers: Terri Brosius,

Laura BaldwinDeveloper: Looking Glass Studios

Released: 1998

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So Many Things Done So Well

• Great Writing

• Unparalleled Atmosphere

• Cagey Cutscenes

• Integrated Characters

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Inversion Layers• First Person…Sneaker

• Standard Mission Objectives

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Inversion Layers• Generic magic medieval fantasy world

• Cut-out Cut-scenes

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Familiarity Breeds• Repeatedly begin with something that

looks familiar

• Then introduce the unexpected elements

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

• Moments that feel archetypal but are quite original

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

responsiveness to player

• Creatures and characters integrated

• Taciturn narrator

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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

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Lead Designer: Chris AvelloneDeveloper: Black Isle Studios

Released: 1999

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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

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Colorful reinforcing narrative

exposition

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Colorful reinforcing narrative

exposition... AND

gameplay

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Equippable bits etched with exposition

AND gameplay

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Gratutitous fountains of

text exposition and text

exploration

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Gratutitous fountains of

text exposition and text

exploration

Alignment: simple model of personality and morality

narrative and gameplay feedback

many dialog tests and choices

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“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

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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

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

Released: 2007

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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

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Designer/Developer: Cliff Johnson

Released: 1987

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The Story

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The Puzzles

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Sun’s Map

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The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

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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

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Lead Designers: Fredrik Ljungdahl, Jens Andersson

Writers: Mikael Säker, John Platten, Flint Dille

Developers: Starbreeze, TigonReleased: 2004

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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

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

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Turnabout Is Gameplay

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

• Plot Twists, • Reversals in Character

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The Heroes• Phoenix Wright and Associates

– The Good Guys

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Opposing Farce

• The Villains

• Opposing Counsel

• Uncooperative Witnesses

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

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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

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Designing for the Payoff

• Highly iconic, stylized characters

• Very few animations, used sparingly

• Good guys are boring

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Payola

Villains also exhibit few animations at first...

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But When They Crack…

Under pressure…

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But When They Crack…

Truth will out…

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But When They Crack…

The gloves (and toupee) are off!

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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)

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

Released: 2001

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Ico Storytelling Lessons

• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

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Emotional Relationship as Gameplay Mechanic

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Emotional Relationship as Gameplay Mechanic

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Emotional Relationship as Gameplay Mechanic

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Storytelling Through Animation

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• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Ico Storytelling Lessons

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True or False?

The best game storytelling can stand up to the storytelling in

any other medium

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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:


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