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Principles, Processes, and Genteel Truculence
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Ken Rolston ◦ Designer: Paranoia, RuneQuest, AD&D, WFRP, Tales of the Arabian Nights ◦ Lead Designer: Morrowind, Oblivion, Big Huge RPG Mark Nelson ◦ Lead Designer: Shivering Isles ◦ Lead Narrative Designer: Big Huge RPG We Create Vast Narratives.
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…and we’re both right.
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Setting ◦ Exploration, Pilgrims, and Tourists Theme ◦ Faction, Loose Narrative Threads
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Story ◦ Plot, Pacing, and Revelation Character ◦ Dialogue and Voice
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Coherence Ownership Immersion IP
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High Overhead Static Less Memorable
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Bioshock Fallout Myth
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Morrowind ◦ Detailed Faction Gameplay ◦ Early Focus on Consistency of Theme
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Oblivion ◦ Too Massive ◦ Too Generic Cautionary Tale: ◦ Of Ashurnibibi and Nchuleftingth
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Setting and Theme must be the Designer’s primary focus, as they are the building blocks of vast narratives; without them, players are left without any narrative touchstones.
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Dynamic Elements Player Attachment Low Overhead IP Retention
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Difficult to Maintain Consistent Voice Story Demands Exposition Games Rarely Do Story Well
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Chronicles of Riddick Half Life 2 Eternal Darkness
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Shivering Isles ◦ Focus on Individual Characters ◦ Simple, Fast-Paced Story
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Oblivion ◦ Again, Too Massive ◦ Too Many Cooks Cautionary Tale: ◦ Of Jack Bauer and the Search for the Da Vinci Code
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Story and Character must be the Designer’s primary focus, as they are the engines by which we drive players to continue to play our games.
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FFocus on Story? FFocus on Setting? FFocus on Both? YYes ……and No.
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Create Simple Themes ◦ Ex., “East vs. West” Make a Map ◦ Major Geographical Features, Unique Topography Establish Factions ◦ Built-In Motivations and Conflicts
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Create Keystone Characters ◦ Listen to the Voices in Your Head Imagine Big Events ◦ Discover the Scenes You Really Want to Write
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Early focus on Setting and Theme is imperative, as all good stories and characters are derived from their associated environments.
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Write Character Bios ◦ Backstory, Common Archetypes, Reference Images, Sample Dialogue Draft Your Plot ◦ Act Structure, Key Moments, Narrative Reversals
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Integrate Faction Conflict ◦ Find Places Where Theme Has Accidentally Appeared, and Expand on It Look for Unexploited Hooks ◦ Tug On Loose Narrative Threads
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Later focus on Story and Character is necessary, as settings devoid of conflict and resolution are unable to sustain player interest.
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The Black Box The Evil Overlord The Combo Platter
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Individual Designers on Individual Storylines + Internal Consistency + Scalable − No Interaction − Insular
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Shared Design With One Vision-Holder + Consistency of Voice + Variety of Style − Bottlenecking − Seagulling
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Early Overlord/Late Black Box ◦ Tone Established Early ◦ Increased Individual Ownership ◦ Greater Accountability
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Large teams are necessary to create vast narratives—managing these large teams requires strict oversight.
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WRONG!
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