Computer Games - Story Writing Theory - Story Types

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    14-Nov-2014
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This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.

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  • 1. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation

2. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation 7is a magic number! 3. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Creativity in storytelling is hard! It is a commonly held view that in film and literature that there are only 7 main plots that stories follow. The seven basic plots are. 1.wo(man) vs nature 2.wo(man) vs man 3.wo(man) vs the environment 4.wo(man) vs machines/ technology 5.wo(man) vs the supernatural 6.wo(man) vs self 7.wo(man) vs god/religion Jessamyn West 4. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation 7Basic Needs in a Storyline! 5. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation A hero The person through whose eyes we see the story unfold, set against a larger background. 6. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation The heroes character flaw A weakness or defence mechanism that hinders him/ her in such a way that renders them incomplete. 7. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Enabling circumstances The surroundings the hero is in at the beginning of the story, which allow the hero to maintain his/ her character flaw. 8. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation An opponent Someone who opposes the hero in getting or doing what he/ she wants. Not always a villain. For example in a romantic comedy, the opponent could be the man or woman whom the hero seeks romance with. The opponent is the person who instigates the life changing event. 9. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation The heros ally The person who spends the most time with the hero and who helps the hero overcome his/ her character flaw. 10. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation The life changing event A challenge threat or opportunity usually instigated by the opponent, which focuses the hero to respond in some way thats related to the heros flaws. 11. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Jeopardy The high stakes that the hero must risk to overcome his/ her flaw. These are dramatic events that lend excitement and challenge to the quest. 12. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Christopher BookerThe Seven Basic Plots - 2005 13. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Overcoming the monster Defeating some force which threatens 14. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation The quest In search of something 15. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation The journey and return The act of travelling to achieve 16. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Comedy The role of humour to create story 17. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Tragedy Turmoil to create a story 18. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Rebirth Second chance to change actions 19. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Rags to Riches A significant change in fortunes 20. Story Development Computer Games ResearchReport//StoryProduction//Dialogue//Evaluation Narrative evaluation Write a 500 word game review focusing on Narrative. Think of a game you have played recently that follows one of the story lines defined by Booker. How does the games designer use the storyline to immerse the player into the game play. You must also consider the weaknesses of the story too.