Download presentation
Presentation is loading. Please wait.
Published byDerick Rogers Modified over 9 years ago
2
Player User Interface Storytelling Engine Core Mechanics Triggers Narrative Events In-Game EventsPlayer Events
3
Linear Branching Foldback Emergent
4
Aesthetically Greater emotional capability Deny dramatic freedom Practically Require less content Engine simpler Less prone to bugs (absurdities)
5
Aesthetically Replayable Harder to create specific emotions Event influence Advise player of significance Deferred or cumulative Practically Expensive and complex Merging Number of endings
6
Inevitable events that create the story arc Every play comes through them Compromise between complexity and dramatic freedom
7
No storytelling engine Story evolves strictly from player actions MUDs LambdaMOO: A Rape in CyberspaceA Rape in Cyberspace
8
Endings Dramatic and premature Multiplicity Narrative granularity
9
Mechanisms Challenges Choices Drama (time) Journey Tools Cut scenes Dialogue
10
Set up Confrontation Resolution
11
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. Call to adventure Road of trials Boon Return to the ordinary world Application of the boon Vogler’s version Vogler’s version
12
Interactive Fiction Interactive Fiction Tony Hirst’s Digital WorldsDigital Worlds Lee Sheldon, Character Development and Storytelling for Games (2004) Today’s MMORPGs Today’s MMORPGs
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.