This document discusses concepts and processes for interactive storytelling and designing narratives for computer games. It covers objectives of storytelling like entertainment and selling games. It also distinguishes between narrative and gameplay, and discusses different narrative formats, the story writing process, structures like linear and branching stories, and using dialogues. The key points are that interactive stories let players choose or cause events, and good game narratives balance player control and pre-written cutscenes to create tension and guide the story.
3. Objectives of Storytelling
• Entertainment
• Attract audience
• Keep interest
• Sell game
• Support character
• Express reality
• Additional emotions
• Differentiation
4. Narrative vs Gameplay
Narrative Gameplay
Based on Communication Action
Conflicts Unsolved situation Challenge
Tension What happens next? What happens next?
Desire To know Overcome challenge
Randomness NO YES
Repeat NO YES
Nature Passive? Active
5. Storytelling Concepts
• Story – series of events
• Interactive story – player chose or cause events
• Narrative – narrated events player can't control
• Dialogue is not narrative – talking with NPC
6. Game Events
• Player events - user actions
• In-game events - initiated by core mechanics
• Narrative events - can't be changed by player
9. Structure of the Story
• Story branches
• Story phases
• Story units
10. Story Branches
• Linear story - player can't change story
• Branching Story
• Foldback Story
11. Linear Story
• Less content
• Easier to implement
• Less bugs
• Some events should be avoided
• Greater emotional effects
12. Branching Story
• Branches don't go back
• Branches can merge
• More then one ending
• More then one starting point
• Expensive to implement
• Critical events should have separated tree
• Repeating play to see all content
13. Foldback Story
• Story branches and folds back to single event
• Player has illusion of control
• One ending
• Industry standard
21. Story Generator
• Automated storytelling
• Story developed by player actions and game
events
• Anything can happen if game rules permit it
• No prewritten narrative blocs
• Core mechanics is complicated
23. Dialogue Tree
• Method for designing scripted dialogue
• Branching data structure
– Nodes – menus (Player vs NPC)
– Links
– Conditions
• Repeating is OK
24. Dialogue Database
• List of options that changes dynamically
• Options are added and deleted from list based
on conversation
• Options stored in database
• Less duplications
• Conditions easier to create
• Harder to read (on paper)
25. Mission # 10
Tell a story of your game
even if your game is not story based
what’s the story around the game?
26. Story Mission Details
• How the story ends (what’s the point)?
• Overall structure of the story
• Descriptions of the story nodes
• Connections between nodes (conditions?)
• If your game does not have a story what is the
story around the game?
Notas del editor
Gameplay Comes First
If you start from story - to many different actions
- story is easy to change (few words), compared to gameplay (weeks of balancing) and technology (months of coding)
After defining primary gameplay mode
During the production stage
Iterative process together with level design (moment by moment sequence)
- between levels
- in levels
Some genres require it:
adventure games
action-adventures games
Some genres don't:
action
simulations
puzzles
?
strategy ?
role-playing games ?
SKIP
Entertainment - story gives a content to competition, progress in dramatic way
Attract audience - casual players (hardcore players ignore the story)
Keep interest - creates variety in longer games
Sell game - advertising materials
Support character
Express reality - except simulators
Additional emotions - not only pleasure from success and frustration from failure
Differentiation - from similar games
Frustrated author syndrome
- wanting to write interactive story, outcome is linear
- large narrative, small gameplay - e.g. The Longest Journey - 20 min monologue from NPC
- Game is not an movie or book
- Player is the star, not NPC's or designers - Let players act
- Don't control avatar by the narrative
Different views:
- Gameplay will destroy good story
- Story ruin gameplay (hardcore players don't care about story)
- Gameplay + story = good experience
Differences and similarities
Story and game(play) have same goal - create an experience (they are connected).
Different verbs - story is for communication, game is for action
Avoid unavoidable events on game – no tragic stories.
Non-Interactive story and Interactive story
- Non-interactive story is not passive - it makes you think and ask: what happens next?
- Interactive story - player can take action
They are similar - both create desire to act in the reader's/player's mind.
Let them to act (or not).
Story
- credible - believe the story (fantasy in suitable conditions)
- dramatically meaningful - something to care about, identify with
- coherent - connected whole
Interactive story
- takes place now
Narrative
- Non-interactive
- Interruptible
Dialogue
different game play mode
all other actions are not available
Selecting prewritten lines
Player events
part of the story
In-game events
response to players action
player can cause them or avoid them
Interaction
Narrative events
- not interactive
Story events that are narrated (part of the story)
End - what is the point of your story?
List - sequence of your gameplay and story
Different ways how to structure the story
Linear
Less content
Easier to implement
Less bugs
Greater emotional effects
Branching Story
Looks like tree
Combinatorial explosion
More then one starting point - avatar based OK
More then one ending - Players: is it right end?
Expensive - each branch need a content (and sub –story) - not used in commercial games
Repeating – player need to play the game several times to see the content of other branches – players don’t like it
Foldback Story
Compromise between linear and branching stories
Story branches and folds back to single ending
Player has illusion of control
Industry standard
Limitations
- e.g. cant break car in car race
- e.g. Avatar can't die in the middle of the game (not part of the story)
Endings
critical emotional moment
Failure is not ending (of the story). it can be the end of the game
- Challenges - one end is enough
- Choices - different endings
Tree
Combinatorial explosion
Multi-start - avatar based, random
Expensive
- each branch and branching point need content
- not used in commercial games
Critical - NPC can live or die)
Repeating
Difficult to see the alternative content
players don't like it
Multi-ending – is it riht end?
Multilinear stories
Compromise between linear and branching stories
e.g. Monkey Island (adventure games)
Intro – introducing the character and the context
Complication – introducing the problem
Body - Series of smaller events and challenges
Climax – solving the main problem – Big Boss, culmination
Resolution – Series of smaller challenges resolved
Point – moral of the story is revealed
Alternative
The Hero’s Journey: need – go – search – find – fight – take – return – change
Three Act Structure - classical Hollywood story
1 Hook - e.g beginning - exposition – meet
2 Hold- e.g. middle - confrontation – lose
3 Payoff - e.g. end - resolution - get - happy ending
Unlimited - e.g. CSI (most of the games, versions)
Limited – e.g. Game of thrones - levels
Understand the situation and get instructions - Hook; Intro + Compilation; Need + go
Get the Code Book - Hold; Body; Search + find + take
Get the Enigma machine - Hold; Body; Search + find + take
Brake the code - Payoff; Climax + Resolution; Return + change
In book - as a reader reds
In game - different triggers
Journey
- arriving to some area, triggers part of the story
- provides novelty - new visual sites
- player controls tempo of the story
- e.g adventure games - challenges + journey
Drama
does not matter does player take some action
- e.g. Night Trap
- e.g. Façade
e.g. TV series - 1 hour entertainment per day
Unlimited - e.g. CSI (most of the games, versions)
Limited – e.g. Bold and Beautiful - levels
Emergent Narrative
game world, simulator, not story - gameplay
e.g. Sims - like authoring tool
e.g. Jussi game of kingdoms
- additional way how to present the characteristic of character
Natural language vs programming language
Tool – Spreadsheet