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Microsoft Game Studios
GALATEA 3.0 Designing and Writing the Great Game Characters of the Future Tom Abernathy Microsoft Game Studios
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Goals Examine fundamental questions about creating characters
Good characters/story make good design better Explore approaches to characterization from other media Establish a vision for the interaction of writing and design in the future
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Overview Characters Matter
The Relationship Between Character, Story, and Gameplay Designing and Writing Player Characters Actor Preparation Designing and Writing Nonplayer Characters The Future: Integrating Characterization and Game Design
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Characters Matter Especially Player Characters
Experiential Fantasy/aspiration Environmental feedback Commercial Intellectual property Marketing hook Creative Story derived from character
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Point being … Character Gameplay Story
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Player Characters Variables
First person or third person? RPG? FPS? Platformer? Something else? Avatar or distinct? Or split the difference? Everyman/woman? Iconic hero? Anti-hero? Male? Female?
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Player Characters Choices Questions
How does person/game type influence “avatar vs. distinct”? How does “avatar vs. distinct” influence name choice? Names impact not just character but tone of game.
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Player Characters Taking It to the Next Level
More fully realized game experiences More fully realized characters Deeper, more detailed questions Draw from other media, other creative techniques – like acting
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WWAAA? (What Would an Actor Ask?)
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Actor Preparation Objectives: What does he want?
Super-objectives – span entire story Objectives within sequences Objectives within scenes How do these relate to each other?
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Actor Preparation Tactics: How does she get it?
What tactics would this person use? Especially vital in games! Player will be taking action as character Thus tactics = gameplay mechanics
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Actor Preparation Needs: What is he compelled by?
When needs conflict with wants, the result DRAMA Needs help provide obstacles Obstacles + tactics = gameplay Suddenly you’re a designer’s new best friend.
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Nonplayer Characters NPCs are people too!
Every major character should have an arc Arc = his/her own mini-plotline Arcs make characters more satisfying seem more REAL Especially true when choices are made in concert with designers and integrated into gameplay design
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MOVING FORWARD: Writing and Design in Concert
Sean Devlinn, Saboteur Jack, Bioshock Character inspires mechanics and level design – which in turn inform character arc.
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The Future: Integration
Strong characterization inextricable from strong game design in narrative games Writers and designers doing both well – and in concert We need each other, and we need to work together
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Discussion
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