Deconstructing the Best Interactive Storytelling Richard Rouse III (Paranoid Productions) Marc...

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Deconstructing the Best Interactive Storytelling Richard Rouse III (Paranoid Productions) Marc Laidlaw (Valve) Steve Meretzky (Blue Fang) Ken Rolston (Big Huge Games) Game Developer’s Conference, 2008

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An Ambitious Thesis The best game storytelling can stand up to the storytelling in any other medium.

Transcript of Deconstructing the Best Interactive Storytelling Richard Rouse III (Paranoid Productions) Marc...

Page 1: Deconstructing the Best Interactive Storytelling Richard Rouse III (Paranoid Productions) Marc Laidlaw (Valve) Steve Meretzky (Blue Fang) Ken Rolston (Big.

Deconstructing the Best Interactive Storytelling

Richard Rouse III (Paranoid Productions)Marc Laidlaw (Valve)Steve Meretzky (Blue Fang)Ken Rolston (Big Huge Games)

Game Developer’s Conference, 2008

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True or False?“Stories are irrelevant to games.”

“Stories in games can’t compete with stories in other mediums.”

“All game writing sucks.”

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An Ambitious Thesis

The best game storytelling can stand up to the storytelling

in any other medium.

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A Best PracticeTo become better game

storytellers, we must identify and study the games that

have told stories well it well in the past.

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Designer/Writer: Brian MoriartyDeveloper: Lucasfilm Games

Released: 1990

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The Story

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Gameplay

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Loom Storytelling Lessons

1. Transcend Genre

2. Beauty is more than skin deep

3. Endings can be more than “cheering elves”

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Lead Designer: Tim StellmachPrinciple Writers: Terri Brosius,

Laura BaldwinDeveloper: Looking Glass Studios

Released: 1998

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So Many Things Done So Well

• Great Writing• Unparalleled Atmosphere• Cagey Cutscenes• Integrated Characters

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Inversion Layers• First Person…Sneaker• Standard Mission Objectives

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Inversion Layers• Generic magic medieval fantasy world• Cut-out Cut-scenes

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Familiarity Breeds• Repeatedly begin with something that

looks familiar• Then introduce the unexpected elements

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In Its Own Right• As inventive as any good fantasy literature• Moments that feel archetypal but are quite

original

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Integrated World• A world that feels rich and alive through its

responsiveness to player• Creatures and characters integrated• Taciturn narrator

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Thief Storytelling Lessons

• Ground the world in reality• Emphasis on elements that can be

undermined, inverted, abridged• Gradual encrustation of strangeness• Let all the elements mingle• Fine writing brings it all to fruition, as much

as fine game design

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Lead Designer: Chris AvelloneDeveloper: Black Isle Studios

Released: 1999

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Narrative Virtues Theme, Setting, Characters, and Plot

“Am I a good man, or a bad man?” Sense of Place – Art and Setting Design Varied, Vivid, Charming Characters The plot is all about me...

… who am I? why can’t I die? Gameplay

Alignment Dialog Twisted D&D

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Colorful reinforcing narrative

exposition

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Colorful reinforcing narrative

exposition... AND

gameplay

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Equippable bits etched with exposition

AND gameplay

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Gratutitous fountains of

text exposition and text

exploration

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Gratutitous fountains of

text exposition and text

exploration

Alignment: simple model of personality and morality

narrative and gameplay feedback

many dialog tests and choices

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“You know what? We should get some female zombies to join this party, right, chief?”

“I think, therefore I am… I think.”

“Get your eyes off my arse.”

“What can change the nature of a man?”

Varied, Vivid, Charming Characters

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Planescape: TormentStorytelling Lessons

Theme, Setting, Characters, and Plot “Am I a good man, or a bad man?” Sense of Place – Art and Setting Design Varied, Vivid, Charming Characters The plot is all about me...

… who am I? why can’t I die? Gameplay

Alignment Dialog Twisted D&D

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Creative Director/Lead Writer: Ken LevineDeveloped by Irrational/2K Boston

Released: 2007

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BioShock Storytelling Lessons

• (Almost) No breaks in the gameplay• Story and game combined as one, through:

• environment design• audio • scripted sequences• montage/image-overlay

• Distinct sense of place• Unique story and compelling dialog/VO

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Designer/Developer: Cliff Johnson

Released: 1987

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The Story

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The Puzzles

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Sun’s Map

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The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

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The Fool’s Errand Storytelling Lessons

1. Less is more

2. Find a style that works

3. Integrate story and gameplay

www.fools-errand.com

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Lead Designers: Fredrik Ljungdahl, Jens Andersson

Writers: Mikael Säker, John Platten, Flint Dille

Developers: Starbreeze, TigonReleased: 2004

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The Chronicles of RiddickNarrative Virtues

• Slick, Self-Assured Use of License• Strong Protagonist, Strong Rendering• Interface Tailored to the Protagonist• Gameplay Tailored to the Protagonist• Prison Setting – Asymmetrical Conflict

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Director/Writer: Shuu Takumi English Translator: Alexander O. SmithDeveloped by CapcomReleased: 2001 (Japan, GBA), 2005 (North America, DS)

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Turnabout Is Gameplay• Turnabout Court

– Original Title: Gyakuten Saiban – Emphasis on Reversal

• Plot Twists, • Reversals in Character

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The Heroes• Phoenix Wright and Associates

– The Good Guys

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Opposing Farce• The Villains• Opposing Counsel• Uncooperative Witnesses• These guys are the key to the game’s

success

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Liars• Everyone has a secret• Everyone lies• Everyone cracks under pressure• Out comes the kernel of truth• Insight into character also gives solution to

the mystery and solves the crime that drives each episode

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Designing for the Payoff• Highly iconic, stylized characters• Very few animations, used sparingly• Good guys are boring

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PayolaVillains also exhibit few animations at first...

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But When They Crack…Under pressure…

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But When They Crack…Truth will out…

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But When They Crack…The gloves (and toupee) are off!

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Phoenix WrightStorytelling Lessons

• Characters serve as point where gameplay and narrative intersect

• Clever character design opens new gameplay possibilities

• Core mystery is one of character (same technique is successfully deployed in Bioshock and Torment)

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Director/Designer: Fumito UedaDeveloper: Sony Computer Entertainment Japan/ Team Ico

Released: 2001

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Ico Storytelling Lessons

• Emotional relationship as gameplay mechanic

• Minimalist storytelling• Character definition through

animation• Unique Tone, Story and Emotion

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Emotional Relationship as Gameplay Mechanic

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Emotional Relationship as Gameplay Mechanic

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Emotional Relationship as Gameplay Mechanic

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Storytelling Through Animation

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• Emotional relationship as gameplay mechanic

• Minimalist storytelling

• Character definition through animation

• Unique Tone, Story and Emotion

Ico Storytelling Lessons

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True or False?The best game storytelling can

stand up to the storytelling in any other medium

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Additional Stories Worth Playing• Richard’s Extras:

– The Last Express– Grant Theft Auto: Vice City– A Mind Forever Voyaging

• Marc’s Extras:– Ecstatica– Myst– The Legend of Zelda:

Majora’s Mask

• Steve’s Extras:– Suspended– The Legend of Zelda:

Ocarina of Time– Portal

• Ken’s Extras:– Gadget– Myth– Call of Duty– Betrayal at Krondor

Slides and more at: www.paranoidproductions.com/storiesbestplayed

Richard: [email protected]: [email protected] Steve: [email protected] Ken: [email protected]

Contact: