VIDEO GAME
- = CAR230 || Computer Gaming =-
NARRATIVES
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VIDEO GAME NARRATIVES 1 NARRATIVE (definition) A SPOKEN OR - - PowerPoint PPT Presentation
-= CAR230 || Computer Gaming =- VIDEO GAME NARRATIVES 1 NARRATIVE (definition) A SPOKEN OR WRITTEN ACCOUNT OF EVENTS; A STORY. 2 PREHISTORIC TIMES Caveman drawings depict their life experiences in hunting / surviving PRE-WRITING
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(definition)
A SPOKEN OR WRITTEN ACCOUNT OF EVENTS; A STORY.
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PREHISTORIC TIMES
Caveman drawings depict their life experiences in hunting / surviving
PRE-WRITING
Humanity depends on stories to pass down information and beliefs
ANCIENT HISTORY
Folklore, myths, tales Stories to explain natural phenomenons (i.e. Houyi shot down nine suns [chinese], The world tree yggdrasil [norse])
WRITING AND PRINT
Printing is invented in the Tang Dynasty
MEDIUMS OF NARRATION
Popularity of novels, animation, film, etc begin to rise.
TODAY?
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★ SIMILARITIES ○ All can tell a compelling story ○ Requires somewhat the same structure of narrative (explained later) ★ DIFFERENCES ○ Player isn’t reading about or watching the main character, they ARE the main character ○ can sometimes even influence the game world, story progression and ending
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why are game narratives
★ Immerses the player in the gameplay ○ Especially when the player is playing to de-stress / to escape an unpleasant reality / as distraction ★ Provides context to the game’s world, objectives, etc ○ The game usually sets a goal for the player; a story can explain why and motivate the player ★ Emotional investment ○ player becomes attached to the characters and world; deaths can evoke sadness and victories pique satisfaction
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★ Start at beginning of story, and ends with the ending. ★ Events are depicted in chronological order (in the
★ Mostly used in mediums like films, books ★ Not really possible in video games unless it’s a visual novel with no choices
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★ Narrative cut up into several stories, flashbacks, or perspectives. ★ “Disjointed” or “disrupted” narrative. ★ Can make for some interesting films and books, esp involving space/time travel etc ★ STILL not quite for video games, as no interactivity
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INTERACTIVE NARRATION
★ Narrative is DRIVEN by the user’s interaction. ★ Requires user to act to continue with the story ★ Many games, especially RPGs, follow this formula ★ AKA Embedded narratives
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INTERACTIVE NARRATIVE
★ Narrative is INFLUENCED by the user’s interaction. ★ Like interactive narration, except the player’s choices and actions can change the course of the story. ★ Usually multi-ending, can change the game-world ★ AKA Emergent Narrative
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narrative : the basic
★ EXPOSITION ○ Introduction; Setting up characters, setting, history, how gameplay / mechanics tie in ★ RISING ACTION ○ Conflict introduced, tension starts to build, protagonist encounters obstacles ★ CLIMAX ○ Turning point of the story, highest tension, crisis ★ FALLING ACTION: ○ Explanations revealed, conflict is solved, loose ends tied up, start working towards a intended ending ★ RESOLUTION ○ Main conflict is resolved, story ends.
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excellent
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★ Beautiful wordless environmental storytelling ★ Two players can meet and assist each other, progressing together without knowing who their partner is ★ Takes place in vast desert (Meant to evoke a sense of smallness / wonder) ★ Music dynamically responds to the player’s actions ★ Carvings on walls, environment, change in weather etc tell the story instead of words and dialogue ★ Ending is vague but meaningful, giving player a sense of continuation
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★ Very original take on interactive stories / walking simulators ★ The player guides “Stanley” through a surreal workplace environment while choosing whether
○ E.G. the narrator states that stanley should go through the left door and gets annoyed if the player chooses the right
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★ Player can go “against” the game, forcing the narrator to create a new storyline ★ Narrator will try to get Stanley back onto the “correct” path by accounting for the player’s divergence ★ Humorous fourth-wall breaking ★ Made to challenge the fact that most games confine players to their rules and straightforward narratives ★ Considered thought-provoking about the nature
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★ Unique take on RPGs: ○ You can choose to be “merciful” to the monsters that attack you while you wander around ○ Main Characters (that you have met many times) are also ncluded in lineup that you can “spare” or “kill” ○ Some monsters are hard to spare ○ Lv = Levels of Violence, EXP = Execution Points ★ MANY Endings: ○ True Pacifist - Don’t kill ANYONE, complete all the story, etc ○ Neutral - Spare some monsters, kill some ○ Genocide - Walk around deliberately killing all monsters until the game tells you that there is no
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★ Excellent character development and dialogue writing Chilling change in dialogue if you’re on the “genocide” route Friendly introduction of a laid-back character ★ Dynamic Plot-changes and countless endings / variations
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using narrative as
in your ❏ games
❏ films ❏ animations ❏ stories
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DECIDE ON YOUR GAME
questions to consider: ○ Basic theme: Ancient/Fantasy? Modern? Futuristic? ○ Gameplay: Action/Adventure? RPG? FPS? Puzzle?
before, so that you’re familiar with the features of said gameplay
personally?
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OUTLINE YOUR MAIN STORYLINE
storyline, including main ending. ○ Don’t have to consider sidequests, side characters, etc yet!
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○ Eg If you chose futuristic, which kind?
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DEVELOP YOUR WORLD
entirety of your intended gameplay time
○ SIMPLE: Surface appearance, locations, biomes ○ COMPLEX: cultures, populations, biodiversity, history, lore, etc
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CREATE YOUR MAIN CHARACTERS
personality / physical traits ○ How detailed you flesh out your characters depends on the game ○ an rpg character might need a tragic backstory while a dungeon-crawler character might not need so much detail
How would they each react to the same situation?
throughout the gameplay
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FLOWCHART OF MAJOR STORYLINES
multiple endings, any “Game-Over”s
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START ACTUALLY WRITING
section of your narrative
to integrate storyline (and force your player to get familiar with it)
cutscenes of a game & it plays as a standalone movie
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FILLING IN THE BLANKS
○ Can be related to the world, culture, lore, or explore backstories of non-main characters
○ Can just have fun little “blurbs” that add to humor or set the scene. ○ May offer side quests, sell wares, etc
○ Besides armor and weapons, items can include notes, letters, amulets whose lore helps to set the scene. The sky’s the limit!
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