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CO1301 Games Concepts Week 14 Story

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... cheek spikes and razor collars and paw hooks and all that knifery you strap to them now. G1 No paw hooks? What did they do? Just bump into each other? 21. 21 ... – PowerPoint PPT presentation

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Title: CO1301 Games Concepts Week 14 Story


1
CO1301 - Games ConceptsWeek 14Story
Storytelling
  • Gareth Bellaby

2
References
  • Rollings and Morris, Game Design and
    Architecture.
  • Chapter 6
  • Rabin, Introduction to Game Development
  • 2.1 "Understanding Fun"

3
Topics
  • Definition of story
  • Telling a story in a game

4
  • Definition of story

5
A definition
  • Story connected sequence of events, tale,
  • Narrative an account, something told.

6
Story
  • Most games have a narrative.
  • But narrative is not the same as story.
  • The structure may conflict with the story (and
    vice versa).
  • Story can be
  • player driven
  • designer driven

7
Do gameplayers want story?
  • Is story important?
  • Does storytelling conflict with gameplay?

8
  • Telling a story in a game

9
What methods?
  • How do games tell a story?
  • What methods are used to advance or tell the
    story in a game?

10
Critical terms - analysing story
  • Plot.
  • Character - very important in the novel, what
    about in games?
  • Mood the atmosphere created for the player by
    the game.

11
Sense of Wonder
  • Sense of Wonder term often used in the context
    of SF, awe, conceptual breakthrough, paradigm
    shift
  • "The Sense Of Wonder comes not from brilliant
    writing, nor even from brilliant conceptualising
    it comes from a sudden opening of a closed door
    in the reader's mind." John Clute, Encyclopedia
    of SF

12
Scene setting
  • Introductory video, e.g. NeverWinter Nights 2
  • In-game introduction, e.g. Half-Life
  • Others....

13
Techniques
  • Telling a story explicit and implicit methods.
  • explicit the topic is clearly stated, readily
    observable.
  • implicit the topic is implied
  • What are the consequences of the different
    approaches?
  • passive
  • active
  • moving the story quickly along to the action...

14
Some Techniques
  • Resonance
  • Themes
  • Imagery
  • "Show don't tell"
  • Explicit storytelling

15
Resonance
  • Homage "expression of high respect".
  • Common frame of reference.
  • Lazy storytelling?
  • Culturally based
  • Used to reinforce the story of the game without
    having to explicitly state something.

16
Themes
  • Repetition
  • Example of Planescape Torment
  • consensus reality, e.g. "Adahn"
  • mortality
  • story
  • guilt and redemption

17
Imagery
  • Scenery, e.g. Thief
  • Death based scenery in Planescape Torment
  • Doom 3 and darkness

18
"Show, don't tell"
  • Explicit and implicit narrative techniques.
  • Hints.
  • Foreshadow hinting at something that will occur
    later on in the story.

19
Thief 1
  • Guard 1 I'm going to the bear pits tomorrow. You
    wanna come with?
  • Guard 2 Tuh. You couldn't pay me enough.
  • G1 What! You soft-bellied. The bears have got
    these new muzzles with under slung cheek spikes.
    Last time I was there, hrrr, there was a real eye
    gouging, hrrr.
  • G2 Nah. Nah. It makes me sick. When I was a kid...

20
Thief 1
  • G1 Huh, surprised you've even in this job. Puts
    on a high pitched voice "Oh the blood it just
    turns my poor tummy."
  • G2 Shut up you taffer. You want blood, you should
    have been there years ago. The bears then, they
    were something to see. Those bears, they didn't
    need no cheek spikes and razor collars and paw
    hooks and all that knifery you strap to them now.
  • G1 No paw hooks? What did they do? Just bump into
    each other?

21
Thief 1
  • G2 Hey. Nah... The bears back then they had claws
    as long as your finger and wicked teeth!
  • G1 Bears...? You're taffing me. They look pretty
    mangy, harmless, as long as they're not wearing
    harness.
  • G2 That's why I can't stand the pits now. You
    don't what you've missed. They just don't make
    bears like they used to.
  • G1 Wow! Killer bears. Would have liked to seen
    that.

22
More Techniques
  • Plot twists and plot reversal, e.g. Deus Ex
  • Flashback.
  • Pace (timing)
  • Music.
  • Sound effects.

23
Characterisation
  • Visual cues stereotypical (almost by
    definition), baddies wear black hats, a simple
    cue.
  • Language.
  • Actions.
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