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Fundaments of Game Design

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Presentation on theme: "Fundaments of Game Design"— Presentation transcript:

1 Fundaments of Game Design
Ch 13 Designing a game to tell a story Richard Gesick

2 Designing a game to tell a story
Game designers create games. Game writers create stories the game writer can also be a game designer, but the two jobs are distinctly different and require different skill sets

3 Story Arcs game writers create story arcs. A “story arc” is the path that a story takes from beginning to end. two kinds of arcs are commonly used: the classic three-part story and five-part arc

4 3 act story arc Act 1: The story begins with an inciting moment. An “inciting moment” is a problem that fundamentally changes or affects the character. It’s something he feels driven to pursue. If a game doesn’t start with the inciting moment, it should, at the very least, start the player with a problem common problem in games, in fact, is that the alleged inciting moment fails to motivate the player at all

5 3 act story arc Act 2: A dramatic reversal occurs. For instance, perhaps the hero realizes that the person he thought was his friend is actually his enemy and has been working against him this whole time. The dramatic reversal should seem logical and possible

6 3 act story arc Act 3: The goal presented in the inciting moment is resolved. The hero gets what he is looking for or resolves not to get what he is looking for. an irreversible resolution is achieved. Sometimes, a second reversal may occur

7 5 act story arc Part 1: The hero receives a “call to adventure” and begins a journey. Part 2: The hero passes through a series of challenges (a “trail of trials”). Part 3: The hero confronts the final evil and achieves the goal. Part 4: The hero returns to the everyday world. Part 5: The hero applies the lesson or object learned in the adventure to that everyday world.

8 Narratology and Ludology
“Ludology” is the study of games as rules (or mechanics). Ludologists believe that a game is first and foremost a collection of rules that give rise to the dynamics of play when a player sets the game in motion through an interface of some sort “Narratology” is the study of games as a storytelling medium. The rules of a game are necessary for a story to be told

9 Types of stories in games
When designing games to tell a story, designers typically have several models from which to choose. The model the designer chooses is usually dictated by the story in question. Adventure games, for instance, usually use linear or branching narratives. Larger, modern RPGs feature nonlinear or branching narratives. MMOs typically feature instances or emergent stories. There is no one perfect story type for any game

10 Types of stories in games
Linear stories progress from point A to B to C and frequently have periodic, optional side quests. Games like this are often referred to as being “on rails” Branching stories present the player with multiple ways to get through a story with a possibility of multiple endings. The play paths change in response to choices the player makes a parallel path, forces the story to fold back on itself at certain critical points. In this way, players can branch several times but will always find themselves facing the same key dramatic moments, although they can reach these moments in a variety of ways

11 Types of stories in games
Open-ended (or multilinear or threaded) stories start players in a particular place or a variety of places and allow them to progress is many different directions, each of which affects the outcome of their play These stories are difficult to write because the player may take any number of paths in any order, and the story still has to make sense. Open-ended games tend to have dedicated game writers or teams of game writers whose job it is to create and implement these vast stories

12 Types of stories in games
Instances are a special case of open-ended stories. They are commonly used in MMOs and present the player or group of players with an “instance” of a particular story thread. Players can choose which instances they attempt and in what order. Instances don’t usually affect the overall story arc

13 Types of stories in games
Emergent stories arise purely from the play mechanics of the game. The stories are created by player experience or player-created content and are not placed within the world by the game’s designers Thematic setups, called “opening cutscenes”, paint a picture for the player in the game’s beginning, but integrate no further story components once the game has begun

14 Types of stories in games
Algorithmic stories are constructed by computer AI and respond to player inputs to determine the story’s direction. While all the writing is still done by a human, the AI is still given a set of predetermined plot points. It’s similar to an act based structure where each “act” has multiple entry and exit points, and within each act it’s kind of open-ended

15 Story telling methods Games often use a combination of methods
“Cutscenes” are movies that set up or continue the narrative of the game, but occur outside of the game’s engine. “Cinematics” (or scripted events) occur within the game using the game’s engine in order to set up a scene or otherwise advance the story’s narrative. In some cases, the player is able to control some of the action or make a choice or two during the cinematic

16 Story telling methods scripted in-game events often do not remove control from the player, but trigger when the player does something within the game Dialogue is spoken by the avatar or the NPCs in the game. Sometimes, this dialogue isn’t heard but rather appears as text on the screen. When the player is given the option to respond, dialogue can become interactive Text is contained in in-game descriptive messages, notes, books, etchings on the wall, or whatever else the writers may choose. Such methods are particularly useful for conveying back story

17 Mechanics match the story
which genre the story best fits Adventure game Action game RPG Educational game Tycoon game explore various core dynamics Territorial acquisition Power struggle Exploration Race to the end/to the other side Building Character advancement Collection The genre and dynamics that you choose will only assist you in choosing mechanics to match.


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