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Design Game History: How to create a great story

We' re talking about why story-telling has to be about the media's interactivity. Join us and find out how to spot great game stories and how to interpret the meaning of telling stories interactively, not cinematically. Just think that one of these days you will be hit by a bolt of inspiration: a story that has just been burnt into your minds is without a doubt the greatest story man has ever invented.

There are all the features of a grand narrative: a captivating storyline, subtle character nuances and an atmospheric backdrop. So how would you compose a story to tell this story? Authors use words to articulate and arrange words to drag the readers into the storyboard. Continuing to produce the whole work in this terrible fashion, somehow you still manage to impart the naked facts of the astonishing story you had in mind. What do you think of?

Although it actually contains the outlines of an astonishing story, it cannot really be put into words - one could say that it did not use the means of expressiveness (literature). History and story telling are not the same; you have only given the facts of your story, but not its grandeur.

Let's say you wrote the novel nicely and created the best novel of all times. Now you have a new task: you have to tell your great story as a cinematic. Audio-visual experiences in films are a completely new area of artistry. Entire pages of the describing speech in a textbook can be displayed by a short sequence of images in a cinematic.

So to make your picture, what do you do? Here is a way: Handhold a haphazard organism your surprising, product writing of the message, and show them datum them out intruder. That' count as a picture, right? Now, although it contains the story of the best novel of all times, the picture is a disaster.

Here again, the means of expressing oneself have not been used - the images and sound are not used in a way that makes history come alive. Everyone who saw it laughed at how it tried to tell a story in total contempt of the whole sensual aspect of film.

So if you just want to see a film of a bloke that reads a story aloud, you might as well just as easily be able to do it yourself. They are beautiful, but if you haven't combined the narratives with the filmic ones, then they are just a divert. Visual and audiovisual material are the main means of narrating the story; they should not be considered merely artefacts of the media.

Throughout the narration, the standard of the panorama shots' filmmaking must be penetrated; not only the story part and the videotape part can be separated. Instead, you shoot an astonishing picture. Using this power out of the way, you have one last task: to tell your astonishing story with a game.

Videogames bring a third dimension: interactive. You can find even more detail in the game. Now you can get a first-hand look at history with interactive features. If you are playing as a character, you have the possibility to accept their motivation and emotion. One could say that videogames, from past experiences, convey the deepness of the story, while cinemas did so cinematically.

To customize your story to a game, you take your stunning motion picture of the story, edit it into its single sequences, and create a computer programme that will play the video sequences. They encode some funny parts of the game play that are tangent to some insignificant parts of the story, and then scatter them between the film sequences.

Now, although the game has the best story, the best script and the best filmic presentation of it, it again does not use the means of expressiveness - it has not integrated interaction into the novella. How about those funny game-play sessions you squirted into? Now, just like the Shakespeare in your poor work and the panorama footage in your poor film, these game-play segments do nothing to move the story forward.

So all you've done is separate the game into its story and game play parts. Irrespective of how funny the game play part is, or how good the story part is, if there is minimum overlapping between the two, it's hard to say that the story was successfully narrated through the media of the game.

The only thing you've done is put the game on film. Well, the folks who are playing this game would be laughing at how badly the story is presented, right? They may not be surprised to find out that almost all big-budget titles present their story in this way - story, game, story, game, with minimum overlaps.

This is not a terrible way to tell a story, is it? You know, I mean, people like those toys, right? I' d say it's just lousy story telling. Well, that doesn't mean that the matches themselves are necessarily evil, or even that their histories are evil. The narrative is not necessarily a decisive element in a game, as is often the case in movies or music.

Interactive is the hallmark of a game - and indeed, a game that stands out in its game play is usually great game. Yet many of them seem to have serious storytelling aspirations, but they try to tell their tales by combining the inappropriate jigsaw puzzles of movie controls and interact.

Doesn't make any difference how good your story is. The first thing that counts is how good your storylining is, and that depends on the media in which you tell the story, whether it is a story, a film or a game. All of the above mentioned titles with great storyline aspirations have great histories, but poor histories. What makes narrating good, and how do we recognize it?

Are the narrative qualities of the story telling process objective? Story-focussed videogame, like any kind of imaginative expressive act, is an act of comunication. It is the aim of a game designer to give the gamer an adventure and a topic. What is perceived is the value of the required experiences and topic. The most critiques of games about history tend to debate subjects subjectively, while they take the clearness and representation of the subject for self-evident.

It is as if the reviewers would discuss the terrible film we made in the past and view it as positive just because of the contents of the story told, ignoring the fact that the story is presented in a terrible way. However, they like these toys, they have a good time and they are enjoying the story.

Strengthened by populare game journalistic review, which are really only an expansion of the gaming industry's poor advertising, a symmetrical feel-good cycle, which makes sure that only the easiest to digest game designs are used. If you think about what the theoretical perfection of the game story could be, you find that what we currently have is dramatically neglected.

We' already have works in the literary and cinematic fields that are nearing perfect performance, but we don't even know what the perfect play is. Aim of this paper is to show that gaming has hardly found out how to present a topic, and that we should first concentrate on how to use the media as a means of expressing ourselves correctly before we begin to think so much about what is being made.

So before we start talking about story telling, let's first discuss how to recognize even good traits in a game. A good film should have everything to enhance the theme from the colours and perspective of the cameras to the sound, drama and make-up. We also find possibilities in game story-telling to support the story's content with game components such as interactivity and making decisions.

Ignoring the subject when creating these items means having a less compelling story-telling adventure. It is a new formulation of our previous revelations that we must use the properties of the media to tell a story in that media efficiently. Creativity done with this approach will feel stylish and consequent because it communicates many related concepts with few com-ponents.

Instead, a less co-ordinated game might seem inattentive, awkward and contradictory. When we want to find faint story telling, these are the characteristics we have to look for by going through a game and seeing if our minds fill with dissound. How dissonant do we experience when we perform these types of music?

Ludoarrative Dissonanz is when you look at a scene in which the character complains about his distant relation to his ancestors. The next minute a single vehicle drives over a hundred persons. It is when what the story says and what the gambler does or lives doesn't agree. That kind of discord often occurs when you separate the story and the game play, because the story is in the author’ hand in hand in one instant and the players in the next.

Making it difficult to take what history says seriously because it contradicts what we are actually seeing. In order to illustrate this, let us first come back to the analogies of literary, cinematic, and gaming as dimension. Remember books: much literary work could be described as third-person storytelling: the story is told to you orally by a third part - the writer - and you interprete the words yourself.

Films, on the other side, are second-hand stories: you see what is happening before your own very eyes and see things as they are. After all, videogames are ego stories: you are the player who lives the story. But when the story is bad, we often have a great discordance of your name.

Matches should match their point of views. Much less importance is attached to your activities if it always seems as if the game mistrusts the important things. "In gaming, the rule should be: do, don't show. Not only do you show a filmic representation of your characters evading a stone that falls, but let the players themselves evade the stone.

It' s now the manoeuvrable gambler himself, not just his own AV. The transformation of personality evolution into individual evolution is the keys to immersing story telling in the game. One of the last types of discord is the strange shifts in the modals that occur every few times the game tries to change between "narrative mode" and "game mode".

You play a game one moment and watch a film the next. It not only removes that, it also removes all tensions and emotions that were created during the game. Just think, you are running an intensive game in which you fight for your own lives. It' not only because your characters are in a tight thematic environment where balls fly and Zombie are frolicking, but because you are challenging yourself and trying to overcome the game and get the win out of a tough one.

The part here is a good storytelling: the emotion the players feel is consistent with the game. As you play through this part of the game, the zoom suddenly pops out, and now it's a cut scene. Although the players on the screens are now in an even more stressful position when they jump from a helicopter or something similar, it doesn't really matter to you as a team.

You know deeply inside that it is only a "film mode": everything that happens now should just pass; it is all just "part of the story". All of the errors you made in game play were significant: you were stressed out in the actual game. Now that you're out of your mind, all the errors your characters make in film are part of the game.

You' re out of the game. What should be the most intensive part of a game is now the point at which you can relax your muscle and breathe a touch of lighten. This game squandered a hard-earned sentimental structure in the name of being more "cinematic"! Whenever the game changes from game play to film, your commitment to the gamer changes from 100% emotive investment to 100% uncoupled.

Here is another, very different example of this kind of moderate shift that takes place outside of games: soundbites. One could say that they fill the optical adventure very well. In this captioning, the movie takes a backsize - it disregards the sensual experiences, what makes the movie literary and brings the literary directly to the canvas.

Throughout the length of the movie, he usually retains a high degree of optical experiences, but when an inter-title appears, the amount of sensorial experiences falls to almost zero. Exactly the same thing happens to the game scenes! As a movie scene happens, you disregard the whole aspect of interaction that makes gaming truly original and bring the movie directly to the canvas.

Sequenced matches are the movies of the game. There is no similar apology for matches - at least movies are apologized for their technological limits. Sequenced matches are the movies of the game. Half-Life has an alternate approach: instead of showing a film, they unfurl the contents of the scenes during the game, of course, and you never loose it.

It works quite well: the diving isn't ruined, and you don't switch angles - you never stop being an actress in the story who experiences things first hand. But it' s not perfect: the recipe finally becomes a little foreseeable, and the delusion disappears once you realize: "Okay, I'm in a story room now", but for the most part it works well, far better than a cut scene.

We' ve been talking a great deal about what the game does bad. What can we do to make our story-telling better? In order to find that out, let us first take a look at the notion of the story itself. So what is narration anyway? Have all the matches? Need all the matches? First, there are two types of stories in games: the first is the classic way, the way we think when we speak about action, character and dialog; and the second type is the narration of the player's own experiences.

First, what I call the story is what I call the story straight. That'?s what gambling is about. In this game it's about combating the zombie. In this game it's about researching the universe and rescuing the queen. In this game it's about rescuing the earth from space travel. It is the game' s aesthetical contexts, which are made clear through images, sound and words.

All of the solitaire titles do not have this kind of storytelling, but it is in most. RPG', adventures and actions usually put a great deal of value on the story. There are other puzzles that avoid it entirely, like many puzzles and most classic cards. A game like checkers has a small amount of it: The game is designed loose as a mediaeval game.

Secondly, the story is what I call the game story. It is the player's own experiences. While playing through the game, many things are happening in the players mind: They are experiencing a multitude of feelings, they are developing sensations and interpretation of personalities and incidents and they are forming relations between their own acts and the results on the computer monitor.

All these things work together to create a different kind of story, one with its own tempo, character, action and dialog, separated from the story. While a good game story should always be the ultimate objective, the part of an explicite story should be to help develop a good game story.

Is it true that these gamer-story? That'?s a true story. It may not seem so thrilling to put it in words, but in the players head it is a fully evolved adventure with a true struggle, culmination and ending. It' felt deep by the gambler because it's something that just happens to him.

Each game has this kind of story. A game like soccer also has its own story - humans tell them thrilling puzzles and puzzles again and again. A lot of solitaire game have both types, an explicite story and the player's story. A good game story should always be the ultimate objective, however, while the part of an explicitly written story should be to help develop a good game story.

The game with an astonishing story and a terrible gambling story is like the storybook we made in the past, which had a great storyline, but a terrible supply of it; it's the film we made with the poor storyteller and dull graphics. It' not easy to create both histories separately: as we have already seen, a funny game play, which is separate from the story, creates discord, which means that in the end you have an incoherent and poor game-play.

How can we tell a good game story and a good story together? With this knowledge: The best game storylining is when the story is explicitly inseparable from the player's story. When playing a game, you should never have to ask yourself: "What should I do?

" A good game should overlap what you're doing with what you want to do. When the emotion and motivation you experience when you play a game feels naturally in the game' s environment, something astonishing has occurred. A good game should overlap what you're doing with what you want to do.

Here is an example from the first game. This game is a game in which you as a test person try to pass through different test compartments with a gantry pistol. As I was doing this sequence, I panicked: At that point I was deep into the game, felt good because I had beaten the riddles, willing to be rewards for it, and now I was given away.

My eyelashes take me to an optimal target to fire my gantry weapon without thought, and I made a way out to avoid certain deaths. When I did, however, it was just for my own sake of self-preservation, not because I wanted to "advance" the story. All in the early parts of the game helped to make this a natural scenario for the player: the porch mechanic practice; the funny dialog that predicted the demise; the test room style with which one wanted to get away; the little clues that could have escaped were possible.

Let's split this up into the two story types: Players story is that you used your mind to get out of a stress situations. As a matter of fact, your Chell has used her mind to get out of a stress state. Let's cross-reference this with a similar one in another game.

I will use the new Tomb Raider as an example, although there are innumerable instances in other titles that run the same way. But in Tomb Raider the players experiences the scene largely without emotion. You may crawl a little when you see the cruel life animations, or you may be frustrated when you miss the first few time.

This is not because the history of the game collides with the story. Players story is that you see a scene, and all of a sudden the game says to you to push a knob in an apparent and angry way, and you are compelled to push it under the penalty of dull recap. With her sharp sense and her mobility, her personality, Lara Croft, barely escapes the great threat.

That' s what I mean when I say that explicite history is the aesthetical background of the history of the game. They work together. In the absence of an Explicite story in this portal scenery, you would simply jump from grey squares into grey screens so you wouldn't drop into the redundant area that would reposition you.

But on the other side, if there was no story, like watching a real movie clip of the scene, you wouldn't have felt those things either. So, we just saw a good example of how to tell a good story of a brief series of actions. So how can we expand these principals to the whole history of the game?

There are not many great matches, especially those with a script-driven movie style layout. I mean by this I mean a game with a big focus on the story, with scripting and scripting things, plenty of character and dialog, and usually a definitive ending. Weakness in this form: a shortage of choices; an overemphasis of dialog, even if the user has little command over it; a fixed, straight line progressive.

They are not a weakness in a movie, but in a game these characteristics collide quite strongly with the accentuation of the media interaction. ortal is one of those titles, but it does a good job of telling stories. However, you can't really generalise these technologies to other matches. It is as if the only way to get over these shortcomings is to embrace them and integrate them into history itself.

This is not an optional feature of most game histories. Perhaps the written, filmic, straightforward story is simply not a great gaming tool. A few matches with this standard do a fairly good job, at least in some respects, but I don't think we'll see much progress in this particular playing technique for a long while.

It is a stylistically incompletely adopted from films, and it simply does not blend very gracefully into a media of interaction, selection and individuality. Well, I don't think it should be the right game storyboard. While there are a few possibilities, many of them experimentally, there is one I would particularly like to examine in this article: emerging narrative. What are the other two?

It is the author in us who wants to create a series of specific incidents that develop unchangingly, but what if we break away from this will? One thing we have seen together in these matches is that they first create the story and then create the story around it. They' ve your scripts all typed, and then the game play with the scripts in sight, trying to get it to fit up.

How about designing the story first and then developing the story explicitly? Well, I don't want to make a funny abstraction game first and then make a story that makes sence. I mean that instead of having any script items at all, we have a story that explicitly describes the history of the game.

We' ll let the story, the highlight and the character come from what the players experience. Briefly, the story tells what the gambler has done instead of what he has to do. Journey is the first example. The story seems to be very casual in the game. All you know when you begin is that you're some kind of human or being in the middle of the dessert.

No specific objectives, motivation, actions, conflicts or dialogues exist. But these things are natural, just because of the game' s theme. They are other humans who have the same experiences as you. It'?s a different story for everyone at this point. A few have teamed up with a nosy new gambler, solve issues together, build friendships and reach the end together.

Some make a great mate, but are kept apart by their own battles in the game, and they grieve for their mate. Other people find a tutor, an expert gambler who can accompany and instruct them on their way. They are all great tales that are of great importance to the gamers as they are personally experience they have made for themselves.

They are not only personally like an intensive Tetris game, but also emotional like a good film. This is like a film! But it' even more than a film, because it actually happens to you. Scripting a copy of the experiment would only be a substitute; never a real, first-hand as it is now.

One could call it a verbatim story, because everything that is important actually happens in reality, without going into a mystic world. It' not that the designer didn't create an explicitly story. If you find another gamer, there are visible clues that underline their visibility and induction. By communicating with them through song and physical speech, all kinds of images of the other player's personalities are created in your head (that's characteristic development!).

They are all part of a great story that has been created specifically by the creators. This game took this game to a whole new level: Though it looks graphic rather crude, don't be fooled: the game is laughably intricate.

It is a game that imitates everything from a river flowing through gorges for millennia to a single drop of water on a child's eye. It' a sandpit game, and you try to create your realm until the complexities of the simulations make it a natural disaster that wipes everything out.

A great part of the game is that its simple appearance allows your spirit to fill in the gaps and give importance and drive to the game. It' like reading a good script, creating your head of course, how the character looks and sounds.

Examine them out to see just what kind of fantasy and feelings get up by the in-game play. Whilst I would regard the Dwarf Fortress as the extremes of their narrative styles, as it is quite impenetrable to most humans, there is still a great deal of what we can do.

Most importantly, what we can take away is that an emerging scenario - whether through the interplay of complicated laws, through the player's experimenting or just by accident - can be as effective for a gambler as a script-based scenario, sometimes even more. Beautiful comes when the game feels determined and gives the story of the game deep.

Being in a given moment means that it is probably one of a kind and feels particularly different to the players because they know that they have never met anyone before. It' like playing Minecraft for the first few time and finding a nice naturally form. This is a tough sensation that can be created with scripting!

One last example of an emerging story is a rogue game named Brogue. All you know is what you are looking for, and that the surrounding environment is very perilous. Just like the dwarven fortress, the minimum images let the players create their own interpretation of what is happening.

However the game is packed to the rim with possibilities for the genesis of great gamers tales. Once I saw my boyfriend playing the game: There he was, glued on a wood deck over a goblin on both sides that blocked the exit to the deck. It' just as thrilling as any real adventure or feature film, and it's just one of many just as astonishing moments I've seen in the game.

Brogue's level of complexity means that the further you get in the game, the more items you will hit, which means more interaction and more intensive scenes like these will do. Playing through Brogue really contains a real story: the story of the player's adventures through the perilous sockets.

Because there are no titles or dialogues or film art, it is no less of a story. In all honesty, I think that although the game is completely unaffected by storytellers, Brogue is better than the new Tomb Raider in a game. Yes, Tomb Raider has a more complicated storyline and more detailled character, but remember: the story and the narration are not the same.

Maybe Tomb Raider would be a better film than Brogue, but we're talkin' about the game. Though Tomb Raider is the novel we started this lecture with a good story, it's not very good with words and expression. EMERGENCY NARRATORY emergency narratory is still a rather uncharted technology, which I consider to be particularly encouraging because it penetrates so deep into the shaping of individual experience.

It is one of many possible ways of telling stories, and I think that if we want to find the perfect way to tell the story, the designer must first spread out into these areas. In the meantime, we should concentrate on the history of the game when we create the specific ones. Videogames are a young media of creativity.

Videogames became widespread just a few years ago. We are still bridging the time of the game. As I don't think we've fully grasped what it means to tell great stories in a game, we need to be open to different story-format. Let us stop looking at the movies as an inspirational story and begin to realize that non-traditional structure can be a more powerful story-telling style than that used in the greatest screenplays and cinematics.

Let's re-define the game story to mean more than just action and dialog - what is really important to us is the story that happens in the skull.

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