Friday, 17 May 2013

Research : Storytelling

 
 
As part of this project, we assessed ways that story is told in games.

Linear story :

Perhaps the most popular form of story in games can be identified in the Call of Duty series. The game gives you a cut scene before a mission setting the tone for the level ahead, then the game points you at an objective and the player fights their way toward it. Progression is usually very narrow with very few chances to deviate. During gameplay there may be plot significance to alter the flow of the game, and many visual and audio cues are presented to the player in order to ensure they're not missed. Ways to progress are narrow and usually one way.


Another example of this story method is shown in the Super Mario series. An initial cut-scene is shown and sets the story; 'the princess is in danger, go save the princess'. A simple story that can take the character through any number of levels.


This form of story tends not to be very rich, but is easily understandable to the majority of gamers.


RPG :

Following traditional role playing games, video games such as Oblivion and Skyrim and the Fallout series allow players to fully customise their own character, choosing race, hair and skin colour. For this reason the player is usually referred to in generic terms.
This gives a sense of immersion and attachment to the character you make and then gives you the freedom to travel the world travel as you want. As well as this numerous storylines are possible to be picked up and followed as the player wishes.


Whilst this "pick up story" gives the player a large amount of freedom, I feel that the lack of immersion takes away from the plots that are given to the player.

Procedural exposure :

My personal favourite form of story telling is that that can be seen in Bioshock. The player is thrown into a world where very little information is given to them, and through a series of audio diaries and cut scenes more and more story is revealed.
In this way, plot and context evolves around the player, keeping them hooked and interested.


User imprinted :

One direction for storytelling is shown in Dark Souls. Wherein the extent of story given to the player in minimal. The game starts with a brief cut-scene that identifies the world that the player will be in, but is very scarce on any other details.
Throughout the game, items can be picked up that have vague descriptions that hit at story elements that the developers had in mind, however some of these items even have the possibility of not being dropped by enemies or show up at all.
Even after completion of the game, players have the possibility of missing entire game areas, and therefore missing more hints to the hidden story.
For these reasons, Dark Souls is criticised for being boring or too hard whilst at the same time gaining a huge online following, dedicated to following the background lore.
It is important to note that this form of story telling runs the risk of losing more casual players quickly.


Story - Not a necessity :

Surprisingly an increasingly popular direction for story in modern games is the lack of it.
Minecraft, for example simply gives the player a randomly generated world and gives them the freedom to do whatever they want, from creating giant superstructures or exploring alternate dimensions. Notably the removal of story removes the reason for why these things can be done, and allows for an enjoyable experience.




To conclude story is presented to players in a variety of ways, each has their own strengths and weaknesses and we will need to assess each one thoroughly before implementing into our game.



Backstory -

The backstory to a game is lore or story that serves as the backdrop to the game that is about to be played. It is usually introduced and explained in an opening cut-scene.
If not all backstory is displayed in the opening scene, the backstory is usually easily accessible or slowly given to the player over the course of the game.

The Massively Multiplayer Online game (MMO) Guild Wars 2 presents the players with a different backstory cut-scene dependent upon the type of character that they choose. In addition, the cut scene does not give specifics about your own character due to the nature of MMO's tendency to allow for the player to create their own story.



Quest / Task -

A quest or task is usually given by Non Player Characters (NPC's), used to direct the flow of play. They can also given vital information, and at times may even be made a prerequisite for further progression. Tasks tend to reward plays for completing them with new gear or money.
As well as this, tasks that are set are not always mandatory, but can cause the player to level up or progress faster if they take the time to do them.

As shown below in Assassins Creed 3, the player can engage in optional tasks given by NPC's for additional money that can be exchanged for more and better equipment.



Event -

An "Event" in game terms refers to a scene or section of a game that drives or develops the plot of the game.
This can be achieved through cut-scene or gameplay, via dialog or on screen actions. This usually involves character interaction, or something very visually prominent to ensure it is noticed.


The betrayal of General Shepard (as shown in the video above) in Modern Warfare 2 is an example of a video game "Event". In it the trusted General kills the player character in order to acquire technology that he presumably intends to use for his own purposes. The cut scene essentially creates a new Antagonist in the storyline and develops Shepherds character further.


End Game -

"The End Game" is the climax of the story; the big battle, the final twist and last revelation. This is what the game has been leading to, and logically should create a sense of finality, accomplishment or mystery depending upon the game.
Regardless the end game should feel like a very evident finish line of the game.

The Legend of Zelda game series displays a very iconic "End Game" scenario wherein the Protagonist, Link, defeats the Antagonist, Ganon: in a final battle and in doing so saves the world from a bleak future.


Our plot -

Our plot is based on and inspired by the Brothers Grim story, Little Red Riding Hood.
The player will control the granddaughter of the original Red Riding Hood named Ruby.
Ruby is out on a visit to her Grandmothers house. However when she arrives she finds that her grannies house in a state of disarray and suggested violence.
Ruby's thoughts are then to escape and reach the relative safety of the Woodcutter's house further along in the woods.

Implementation -

During the initial planning of this project we fully intended to record and apply monologue for the player character, Ruby. This would allow us to direct the player from one objective to the next, much like the linear story telling shown above.
However this was later dropped as other project elements took priority. In its place we implemented a simple text box GUI that would state the characters thoughts as progression occurs.


Our game essentially starts with a story driven "Task"; to collect flowers for the Grandmother of Ruby.



To give the player further incentive to keep moving, we created an "event" in Grannies house. The bloodied walls and floors as well as the visual cue, suggests that this initial objective is not safe. This develops our story.


Finally the player is set a final vital task to reach the Woodcutter's house, and in doing so save themselves.



17/06/2013 (DS)

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