Deconstructing the Best Interactive Storytelling
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Transcript of Deconstructing the Best Interactive Storytelling
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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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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 Practice
To 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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Payola
Villains 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: