Russell Gillette Chapter 7: Story-Telling and Narrative The History of Stories – Stories are a part of our daily lives – used in recounting and learning from the past – used to explain the unexplainable – used to speculate about the future Stories can be fictional: Or Non-fictional TV news Movies books Novels documentaries Plays biographies The History of Stories in Games It has been argued whether or not stories have a place in games. The common excepted idea nowadays is that stories DO fit in some games, and that the depth of story to be used in those games should be dictated by if the story will add to the game. Reasons for a Story 1) Add entertainment value
- Extends the competition
- Increases emotional attachment
- Adds context
- Offers a goal with a dramatic purpose (rather than abstract)
- Facilitates immersion
2) Increase Audience
- Draws in those that require a story to be entertained
- Maintains the audience that only seeks a challenge (provided story is non-intrusive)
- increases development costs however...
3) Increases Duration of Interest
- Long games need something other than an abstract goal or points to warrant continuing (variety)
- Short games arguably should NOT have a story.
4) Stories help to sell the game
- Stories offer a side to a game that is non-interactive, and thus can be marketed to attract an audience
When and How Much Story
- Length – the longer the game, the more it benefits from a story
- Characters – if the game centres on one person, object or character it usually benefits from a story
- if the game has no central figure than incorporating a story may be very difficult
- Degree of Realism – more realistic games lend themselves more readily to stories
- Emotional Richness – There are some emotions that are unreachable without a story.
- Division – stories can be used to set apart games with similar game-play
Key Concepts definition:: Story – “ an account of a series of events (usually set in the past) “ Good Story – a good story must be credible, coherent, and dramatically meanigfull credible – believable within the bounds of the world that has been set up coherent – cohesive, harmonizing, pleasing whole, with nothing irrelevant added dramatically meaningfull – engaging usually by involving something that the player has become attached to Interactive Story – A story set in the present, as opposed to the past like most, where players' actions effect the story
- a story that the player interacts with by contributing actions to it. A story may be interactive even if the plot cannot be effected
contain three types of events: Player Events: actions that the player performs In Game Events: main game mechanics (both world events as well as reactions to the player) Narrative Events: events the player cannot change (but may be able to prevent)