Title: Whats Laras Story Advanced Storytelling Techniques in Tomb Raider: Underworld Eric Lindstrom TRU Cre
1(No Transcript)
2Whats Laras Story?Advanced Storytelling
Techniques in Tomb Raider Underworld
Eric Lindstrom TRU Creative
Director Crystal Dynamics
3SESSION OUTLINE
This session will cover the following
- Three Storytelling Challenges of the Tomb Raider
Franchise - One obvious, one subtle, and one inflammatory
- General Strategies
- And some people arent going to like them
- Advanced Storytelling Techniques
- Easy to understand but not so easy to implement
- Parting Shots
- Plus QA if theres time
But first some disclaimers
4Disclaimers
5THE FIRST STORYTELLING CHALLENGE
The Obvious
- Limited Franchise Definition
- The original characterizations of Lara Croft and
Tomb Raiding were not deep enough to sustain many
games without change
Early Original Tomb Raider Design Document cover
Additional backstory and stronger motivations
were needed to sustain continued interest in
Laras adventures
6FRANCHISE EVOLUTION
Alter the past to change the future
- To motivate Laras pursuits, we gave her a
life-shaping event - While still a child, Lara accidentally activated
an ancient device in a Nepalese monastery
resulting in the death of her mother - Laras fathers life changed, because he
believed his wife had been taken to Avalon, and
he spent his remaining years trying to find her - Laras life changed because guilt gave her an
unquenchable thirst to understand the powerful
and deadly artifacts the Ancients left behind
These changes gave personal meaning and context
to Laras lifestyle and quests, but they had
other consequences as well
7THE SECOND STORYTELLING CHALLENGE
The Subtle
- Conflicting Character Perceptions
- People disagree on whether Lara is a hero or an
anti-hero, and each side is antagonistic toward
the opposing view
Wallpapers from the original Tomb Raider
This is important because it affects fantasy
fulfillment and attachment, which are vital to
storytelling success
8Whats the Truth?
See for yourself
The End of Tomb Raider III http//www.tombraiderch
ronicles.com/cgi-bin/dl02/dl.pl?mv_tombraider3_fmv
_end
9Whats the Truth?
See for yourself
Lara Cruz is a modern day adventurer and
procurer of rare artifacts, which she relieves
from Johnny Foreigner with the gay abandon of a
five-year-old stealing Mars Bars from the local
cornershop. Tomb Raider Design Doc
v1.3, March 3rd, 1995
Early concept art for the original Tomb Raider by
Toby Gard
But the truth is largely irrelevant
10CONFLICTING CHARACTER PERCEPTIONS
Hero or Anti-hero?
- Why not let people think what they want?
- Fans who see Lara as a traditional action hero
react negatively to instances of Lara doing
anything that isnt heroic - Fans who see Lara as a self-serving pirate react
negatively to seeing Lara act nobly or
altruistically because this dulls the edge about
her that they love
These two audiences needed to be reconciled
11AUDIENCE RECONCILIATION
Accommodate both sides
- Help people think what they want
- Depict Lara doing harsh things to satisfy the
Anti-hero Faction - Use storytelling language to justify these
actions to satisfy the Hero Faction
Wallpaper from Classic Tomb Raider
People see what they want to see with a little
help
12TOMB RAIDER UNDERWORLD
The other consequences
- Tomb Raider Legend storyline appealed more to
the Hero Faction - Tomb Raider Underworld gets edgier to satisfy
the Anti-hero Faction
Wallpaper from Tomb Raider III
But appealing to both audiences remains a risk
13THE THIRD STORYTELLING CHALLENGE
The Inflammatory
- Storytelling Techniques
- Storytelling methods and quality in most
videogames still have a long way to go to achieve
full potential
This challenge for Tomb Raider Underworld is for
all videogames
14GENERAL STRATEGIES
And some people arent going to like them
- STOP saying that storytelling is less important
than game mechanics - Thats like saying a cars body is less
important than its transmission - START putting storytelling on par with
playability, art, and audio design - This is tragically long overdue
- STOP hiding behind the word Interactive
- Games and movies are not as different as many
claim - START training and employing storytelling experts
- And yes, some of them will come from Hollywood
Remember when programmers did all the art and
audio?
15GENERAL STRATEGIES
And some people arent going to like them
- STOP saying that storytelling is less important
than game mechanics - Thats like saying a cars body is less
important than its transmission - START putting storytelling on par with
playability, art, and audio design - This is tragically long overdue
- STOP hiding behind the word Interactive
- Games and movies are not as different as many
claim - START training and employing storytelling experts
- And yes, some of them will come from Hollywood
Remember when programmers did all the art and
audio?
16GENERAL STRATEGIES
And some people arent going to like them
- STOP saying that storytelling is less important
than game mechanics - Thats like saying a cars body is less
important than its transmission - START putting storytelling on par with
playability, art, and audio design - This is tragically long overdue
- STOP hiding behind the word Interactive
- Games and movies are not as different as many
claim - START training and employing storytelling experts
- And yes, some of them will come from Hollywood
Remember when programmers did all the art and
audio?
17GENERAL STRATEGIES
And some people arent going to like them
- STOP saying that storytelling is less important
than game mechanics - Thats like saying a cars body is less
important than its transmission - START putting storytelling on par with
playability, art, and audio design - This is tragically long overdue
- STOP hiding behind the word Interactive
- Games and movies are not as different as many
claim - START training and employing storytelling experts
- And yes, some of them will come from Hollywood
Remember when programmers did all the art and
audio?
18GENERAL STRATEGIES
And some people arent going to like them
- STOP saying that storytelling is less important
than game mechanics - Thats like saying a cars body is less
important than its transmission - START putting storytelling on par with
playability, art, and audio design - This is tragically long overdue
- STOP hiding behind the word Interactive
- Games and movies are not as different as many
claim - START training and employing storytelling experts
- And yes, some of them will come from Hollywood
Remember when programmers did all the art and
audio?
19ADVANCED STORYTELLING TECHNIQUES
How we are doing it
- What follows are techniques we used in Tomb
Raider Underworld - Most of them are not new, but they are woefully
underutilized in videogames - They fall under many different disciplines but
have common goals - They require skill and care from content creators
and those who oversee them - Yes, some of them come from film, a proven medium
and our closest cousin - As with everything, it comes down to a matter of
details
And you can do it, too
20DETAILS MATTER
Just ask the devil
Work from the inside out
21Content Matters (or, What its all about)
Emphasize drama, avoid stereotypes
- Compelling Characters
- Agents of action and emotion
- Memorable Settings
- The other character
- Unusual Circumstances
- Story Drama
Dont think of stories as screenplays
22Compelling Characters
Be specific and unique
- The sum of their parts
- ELEMENT LARA CROFT STEREOTYPE
- Role Wealthy tomb raider Smuggler
- Look Attractive but not overtly sexual Sex
kitten - Personality Classy, polite, but hard
edged Vixen tough girl - Dialog Witty, smart, meaningful Innuendo
- Voice British accent, well acted Generic
Hollywood - Behavior Unusual anti-hero Tough but sensual
- Credible Yes No
And most importantly, be objective
23Memorable Settings
Be appropriate and relevant
- Settings need to fit in a number of ways
- ELEMENT Tomb Raider Underworld Angel of
Darkness - Type Large scale ancient tombs Paris
- Relevance Archeological sites City
- Interest Exotic parts of the world Streets and
sewers - Fidelity Lush jungles and stone
ruins Unpopulated city - Credible Yes No
And dont fool yourself about what you are making
24Unusual Circumstances
Not the same old same old
- The concept of a story is the Log Line
- In Tomb Raider Underworld, artifact hunter Lara
Croft discovers and explores dangerous ruins
around the world in her search for Thors hammer
despite the possibility of triggering the
world-ending battle of Ragnarök. - Heres another Log Line
- A soldier finishes basic training and fights a
series of pitched battles to turn the tide of the
war against invading aliens.
If the Log Line doesnt sound interesting or
unique, the story probably isnt either
25Unusual Circumstances
Not the same old same old
- The concept of a story is the Log Line
- In Tomb Raider Underworld, artifact hunter Lara
Croft discovers and explores dangerous ruins
around the world in her search for Thors hammer
despite the possibility of triggering the
world-ending battle of Ragnarök. - Heres another Log Line
- A soldier finishes basic training and fights a
series of pitched battles to turn the tide of the
war against invading aliens.
If the Log Line doesnt sound interesting or
unique, the story probably isnt either
26Structure Matters (or, How to Structure the
Content)
Stories are not just a framework for action
- Games are about progressive growth and success
- Stories are about sudden changes and failure
- Reconcile by leveraging distinction between
gameplay and plot - And both already have a Beginning, a Middle, and
an End
Players can succeed (gameplay) while the
characters fail (plot)
27Case Study Portal
Heros Journey for Chell
- ACT I Ordinary World Player wakes up
- Call to Adventure GLaDOS instructs Player
- Meeting with the Mentor GLaDOS advises Player
- Crossing First Threshold First potentially
fatal encounter - ACT II Tests, Allies Enemies Gameplay, GLaDOS,
WCC - Approach to Inmost Cave Final Room (cake!)
- The Ordeal Incineration
- Reward (Seize the Sword) Survival (backstage
access and truth) - ACT III Road Back Backstage gameplay
- Resurrection GLaDOS explodes
- Return with Elixir Parking lot with a neat gun
The Writer's Journey Mythic Structure For
Writers, by Chris Vogler
28Case Study Bioshock
Heros Journey for Jack
- ACT I Ordinary World Player on airplane
- Call to Adventure Crashes into the sea
- Meeting with the Mentor Called by Atlas
- Crossing First Threshold Atlass family killed
- ACT II Tests, Allies Enemies Ryan, Tennenbaum,
Sisters, Big Daddys - Approach to Inmost Cave Reaching Ryan
- The Ordeal Fight
- Reward (Seize the Sword) Truth
- ACT III Road Back Working with Tennenbaum
- Resurrection Fighting Fontaine
- Return with Elixir Escape
Goals, motivations, relationships, and knowledge
change throughout
29Size Matters (or, How to Scale the Content)
How soon they forget
- Quality is more important than Quantity
- Because of gameplay, a game is not a twenty hour
movie - There is only so much players will remember
anyway - Even long movies or trilogies focus on memorable
groups and elements - Gameplay is not an Unbroken Experience
- Players rarely play through in one session
- Build in reminders
- Journals, data files, summaries, and dialog
refreshers
Assume players have short memories
30Interactivity Matters (or, How to Role Play the
Content)
Doing isnt the same as watching
- We sympathize with characters we see we
associate with characters we control - Movie heroes can behave in ways that player
characters should not be forced to - Dont injure game progression for the sake of
story progression - Know your focus at every moment people think
about one thing at a time
All games that contain characters are role
playing games
31Mood Matters (or, How to Support the Content)
Keep everyone marching to the same drumbeat
- Every moment has tone, mood, and emotion goals
- You need to know what they are at all times
- Leverage all elements to support these goals
- Score
- Audio Design
- Lighting
- Camera Angle
- Color Correction and other Full Screen FX
- Weather and other conceits
If its not working for you, its working against
you
32In the Beginning
A nice day for exploring
- Tomb Raider Underworld starts sunny and calm
- Score light, casual, wonderment
- Audio Design emphasizes vacation sounds
- Lighting bright and safe
- Camera Angle level and ordinary
- Color Correction and other Full Screen FX a
bit over bright - Weather and other conceits sunny and nice, but
a touch of clouds
Things have to be good before they can get worse
33In the Beginning
34Later
No more fun and games
- The plot takes a serious turn
- Score more thoughtful and mysterious
- Audio Design more on edge, unsettling
- Lighting more contrast to bring in dark
corners and shadows - Camera Angle less safe
- Color Correction and Full Screen FX more
saturated and starker - Weather and other conceits fair weather but
less so
The calm before the storm
35Later
36Even Later
The situation is grave
- Bad things have happened
- Score creepy and dangerous
- Audio Design harsher and somber
- Lighting drab
- Camera Angle claustrophobic
- Color Correction and other Full Screen FX
washed out - Weather and other conceits raining and heavy
atmosphere
And its going to get worse
37Even Later
38The Power of Contrast
Little forces add up to big effects
- All of these effects are
- Important contributors to how the gameplay feels
- Need to be tuned to the storytelling goals
- Created by different contributors on the team
And these forces need to be marshaled by experts
39Quality Matters (or, How to Deliver the Content)
Quality goods are made by skilled hands
- Specialization is overdue
-
- Story Design
- Written Dialog
- Vocal Performance
- Audio Design
- Music Composition
- Lighting
- Cinematography
- Post-production visual effects
Equally important is proper direction and
flexibility
40PARTING SHOTS
Where I repeat myself
- Understand what your audience wants
- Make choices that support the emotional landscape
- Employ experts
Everything matters
41Questions?
Your turn
Send questions or requests for these slides to
elindstrom_at_crystald.com