Guidance: Story Driven Video Game Creation: Difference between revisions
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The guidance below was somewhat derived from a great book, "Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques" by Evan Skolnick. ISBN-10: 0385345828. | |||
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* Define motivations and traits for each character | * Define motivations and traits for each character | ||
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual. | * Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual. | ||
== Coincidence == | == Coincidence == | ||
| Line 141: | Line 145: | ||
*# players notice the coincidence | *# players notice the coincidence | ||
*# doubted, questioned, or mocked by the player | *# doubted, questioned, or mocked by the player | ||
== Surprise == | == Surprise == | ||
The ending/payoff of a story arc must be inevitable and unexpected | * The ending/payoff of a story arc must be inevitable and unexpected | ||
Give the audience what they want, but not in the way they expected it | * Give the audience what they want, but not in the way they expected it | ||
Good surprise is: | * Good surprise is: | ||
*# Player doesn't see it coming | |||
*# extremely unlikely or purely coincidental | |||
*# it was setup beforehand | |||
*# it makes sense afterwards | |||
== Dialogue == | == Dialogue == | ||
It conveys four types of exposition | * It conveys four types of exposition | ||
*# plot | |||
*# character | |||
*# emotion | |||
*# gameplay | |||
Character dialogue is what a character says and how they say it | * Character dialogue is what a character says and how they say it | ||
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar. | * Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar. | ||
What a character says may be influenced by: | * What a character says may be influenced by: | ||
*# the current situation | |||
*# their current emotional state | |||
*# the listener's current emotional state | |||
*# current goals | |||
*# characters growth or new information | |||
Character dialogue is driven by emotion and what they think | * Character dialogue is driven by emotion and what they think | ||
Invoke emotional exposition by indirect dialogue. example "I'm scared" vs. "Don't leave me alone" | * Invoke emotional exposition by indirect dialogue. example "I'm scared" vs. "Don't leave me alone" | ||
Dialogue should be interesting, entertaining, and natural sounding | * Dialogue should be interesting, entertaining, and natural sounding | ||
== Levels == | == Levels == | ||
Use a level design document (LDD). | * Use a level design document (LDD). | ||
Ensure the LDD contains narrative information | * Ensure the LDD contains narrative information | ||
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels | * Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels | ||
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals? | * Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals? | ||
Ask what purpose does each level serve? | * Ask what purpose does each level serve? | ||
The story/narrative and the mission/level design will impact each other throughout the game | * The story/narrative and the mission/level design will impact each other throughout the game | ||
Write an emotion map for both story/narrative and the mission/level to ensure they are correct | * Write an emotion map for both story/narrative and the mission/level to ensure they are correct | ||
== Environment == | == Environment == | ||
Use a environment design document (EDD). | * Use a environment design document (EDD). | ||
Layout and architecture should invoke | * Layout and architecture should invoke | ||
*# history | |||
*# values | |||
*# culture | |||
Use aged and broken settings to show what used to exist for the setting | * Use aged and broken settings to show what used to exist for the setting | ||
The EDD should answer | * The EDD should answer | ||
*# What kind of people lived here? | |||
*# What are/were their lives like? | |||
*# How affluent were they? | |||
*# What do/did they love and hate? | |||
*# Do/did they prefer form vs. function? | |||
*# Where they at peace or war when the setting was constructed | |||
*# How densely are/were they populated? | |||
*# How focused are/were they on comfort? | |||
*# what is/was the purpose of the setting? | |||
Embed writings in the environment | * Embed writings in the environment | ||
*# graffiti | |||
*# notes | |||
*# letters | |||
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper | * Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper | ||
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player | * Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player | ||
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread. | * Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread. | ||
Weave story and narrative clues into the environment | * Weave story and narrative clues into the environment | ||
Latest revision as of 23:12, 21 July 2021
The guidance below was somewhat derived from a great book, "Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques" by Evan Skolnick. ISBN-10: 0385345828.
Story Arcs
- Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.
- The majority of story arcs should contain conflict. "X wants Y but Z"
- Each story arc should follow a three act structure.
- ACT1, beginning - setup and introduction of conflict
- Plot point 1, end of ACT1 - where the character commits to resolve the conflict
- ACT2, middle - confrontation of the conflict
- the size of this act should be x2 to x3 the size of ACT1
- this act is the payoff of ACT1
- this act sets up the payoff of ACT3
- Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome
- ACT3, end - resolution of the conflict, and the results of that resolution
- Each story arc should build tension, both in story and gameplay
- Ensure the players are engaged within the first few seconds of ACT1
Character Development
- Use a character design document for each character (CDD). Include things like:
- personality design
- narrative design
- concept art
- final sprites or models
- animation
- prominence
- For each story/element, assess what the charater thinks and feels about it
- Characters may go through physical changes as well as personality changes
- Be aware of Archetypes
- The main character should identify with the audience, allowing the player to relate
- Each character should start out incomplete, and grow and change throughout the game
- Each character should show and define opinions, desires, intentions
- Each character should take action, take risk, make sacrifices based on personal stakes such as
- life
- death
- family
- love
- health
- money and material possessions
- power
- Use villain(s) to motivate the main conflict
- Use multiple villains
- ensure that evil and selfish actions are justified by good intentions
- ensure the villain has wants, desires, and plans
- Checklist for each action a villain takes:
- what does the villain want?
- what is their plan for getting it?
- does it align with the overall plan?
- is it believable?
- how does it make them look?
- smart?
- stupid?
- random?
- Each character needs to exist for a reason
- General character arc, top-level questions that need answers
- Where/Who do they start as?
- Where/Who do they become?
- The story bridges the two endpoints mentioned above, driven by change and growth
- Not every character needs to change/grow, but their situation does
- Character arcs should follow a three act structure, just as a story arc does
Exposition
- For each story element, ask if exposition is needed
- Ensure the pace of delivering exposition is slow enough for the player's brain to process it
- Attempt exposition in this order
- have the player do it
- show it with music/sfx
- tell it through dialog or narration
- Sort exposition by importance, and deliver it at the correct time, examples
- need to know
- could wait
- incidental
- unimportant
- Use some optional manner such as NPC dialog to deliver unimportant exposition
- Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot
- Do not deliver exposition all at once, use seeding
- Ensure the seeded exposition has a worthwhile payoff
- When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later
- Use seeding for story pace and believability
- Seed by starting with a story climax, and then work backwards seeding as you go
- If the story slows or stops for an explanation, consider seeding earlier
- Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful
Believability
- Preserve the suspension of belief
- Be consistent with the world and characters
- Use character consistency when getting stuck writing. Ask "What would this character do?" not, "What needs to happen next?"
- When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.
- Define motivations and traits for each character
- Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.
Coincidence
- Identify all coincidences in the story arcs, and handle them by one of the following
- change the plot, extreme change
- retrofit it by adding subtle changes to make it less coincidental
- downplay, by distracting the player
- It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence
- Invoking emotions is a way to distract the player from a coincidence
- Bad coincidental examples:
- benefits the heros and allies
- hero/allies dumb luck
- unlikely based on what the player knows
- has no setup and comes with little or no warning
- players notice the coincidence
- doubted, questioned, or mocked by the player
Surprise
- The ending/payoff of a story arc must be inevitable and unexpected
- Give the audience what they want, but not in the way they expected it
- Good surprise is:
- Player doesn't see it coming
- extremely unlikely or purely coincidental
- it was setup beforehand
- it makes sense afterwards
Dialogue
- It conveys four types of exposition
- plot
- character
- emotion
- gameplay
- Character dialogue is what a character says and how they say it
- Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.
- What a character says may be influenced by:
- the current situation
- their current emotional state
- the listener's current emotional state
- current goals
- characters growth or new information
- Character dialogue is driven by emotion and what they think
- Invoke emotional exposition by indirect dialogue. example "I'm scared" vs. "Don't leave me alone"
- Dialogue should be interesting, entertaining, and natural sounding
Levels
- Use a level design document (LDD).
- Ensure the LDD contains narrative information
- Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels
- Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?
- Ask what purpose does each level serve?
- The story/narrative and the mission/level design will impact each other throughout the game
- Write an emotion map for both story/narrative and the mission/level to ensure they are correct
Environment
- Use a environment design document (EDD).
- Layout and architecture should invoke
- history
- values
- culture
- Use aged and broken settings to show what used to exist for the setting
- The EDD should answer
- What kind of people lived here?
- What are/were their lives like?
- How affluent were they?
- What do/did they love and hate?
- Do/did they prefer form vs. function?
- Where they at peace or war when the setting was constructed
- How densely are/were they populated?
- How focused are/were they on comfort?
- what is/was the purpose of the setting?
- Embed writings in the environment
- graffiti
- notes
- letters
- Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper
- Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player
- Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.
- Weave story and narrative clues into the environment