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Interactive Storytelling
EST310/ISE340 Fall 2011 Tony Scarlatos
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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
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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
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Anatomy of an interactive narrative
Input Player Events UI Core Mechanics Player Output Game Events Narrative Events Storytelling Engine
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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
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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
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Design Strategy Foldback – some branching but one ending
Give the illusion of greater choice (agency) than there actually is
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Branching Dialog Example
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Branching Story Example
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