Guidance: Story Driven Video Game Creation: Difference between revisions
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__TOC__ | __TOC__ | ||
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 == | ||
Story arcs should be layered. Each smaller arc should trace up to the larger parent arc. | * 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" | * The majority of story arcs should contain conflict. "X wants Y but Z" | ||
Each story arc should follow a three act structure. | * Each story arc should follow a three act structure. | ||
ACT1, beginning - setup and introduction of conflict | ** ACT1, beginning - setup and introduction of conflict | ||
Plot point 1, end of ACT1 - where the character commits to resolve the conflict | ** Plot point 1, end of ACT1 - where the character commits to resolve the conflict | ||
ACT2, middle - confrontation of the conflict | ** ACT2, middle - confrontation of the conflict | ||
the size of this act should be x2 to x3 the size of ACT1 | *** the size of this act should be x2 to x3 the size of ACT1 | ||
this act is the payoff of ACT1 | *** this act is the payoff of ACT1 | ||
this act sets up the payoff of ACT3 | *** 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 | **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 | ** ACT3, end - resolution of the conflict, and the results of that resolution | ||
Each story arc should build tension, both in story and gameplay | * Each story arc should build tension, both in story and gameplay | ||
Ensure the players are engaged within the first few seconds of ACT1 | * Ensure the players are engaged within the first few seconds of ACT1 | ||
== Character Development == | == Character Development == | ||
Use a character design document for each character (CDD). Include things like: | * 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 | |||
Each character needs to exist for a reason | * 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 == | == Exposition == | ||
For each story element, ask if exposition is needed | * 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 | * Ensure the pace of delivering exposition is slow enough for the player's brain to process it | ||
* Attempt exposition in this order | |||
Sort exposition by importance, and deliver it at the correct time, examples | *# have the player do it | ||
*# show it with music/sfx | |||
*# tell it through dialog or narration | |||
Use some optional manner such as NPC dialog to deliver unimportant exposition | * Sort exposition by importance, and deliver it at the correct time, examples | ||
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot | *# need to know | ||
Ensure the seeded exposition has a worthwhile payoff | *# could wait | ||
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 | *# 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 == | == Believability == | ||
Preserve the suspension of belief | * Preserve the suspension of belief | ||
Be consistent with the world and characters | * 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?" | * 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. | * 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 | * 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 == | ||
Identify all coincidences in the story arcs, and handle them by one of the following | * 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 == | == 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 | |||
* 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 == | == 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