Interactive Storytelling EST310/ISE340 Fall 2011 Tony Scarlatos
Why storytelling? Provides context for competition Sustains player interest in a long game Marketing (especially for serialization) Dramatic Tension – empathy for the avatar’s outcomes Gameplay Tension – engagement in the game’s outcomes
Interactive Narrative – Challenges of a New Art Form Agency – the ability of the player to determine the narrative May present too many choices to the player Wait for player response/choice interrupts the flow of the game Impossible to implement infinite choices Dialog often carries the story, but how does the designer get the player to stop fast-forwarding through the dialog? Cut scenes provide narrative too, but also periods of no interaction
Anatomy of an interactive narrative Input Player Events UI Core Mechanics Player Output Game Events Narrative Events Storytelling Engine
Linear Stories Less content that has to be developed Engine is simpler and easier to implement Less bug-prone Limits player agency Greater emotional power
Non-linear Stories Branching Usually only 2 branches for each decision Immediate, deferred, and cumulative consequences Difficult to implement Player must play the game repeatedly to see all the content and experience all the scenarios
Design Strategy Foldback – some branching but one ending Give the illusion of greater choice (agency) than there actually is
Branching Dialog Example
Branching Story Example