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Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories PDF

332 Pages·2011·4.128 MB·English
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Interactive Storytelling for Video Games This page intentionally left blank Interactive Storytelling for Video Games A Player-Centered Approach to Creating Memorable Characters and Stories Josiah Lebowitz Chris Klug AMSTERDAM (cid:129) BOSTON (cid:129) HEIDELBERG (cid:129) LONDON NEW YORK (cid:129) OXFORD (cid:129) PARIS (cid:129) SAN DIEGO SAN FRANCISCO (cid:129) SINGAPORE (cid:129) SYDNEY (cid:129) TOKYO Focal press is an imprint of Elsevier FocalPressisanimprintofElsevier 30CorporateDrive,Suite400,Burlington,MA01803,USA TheBoulevard,LangfordLane,Kidlington,Oxford,OX51GB,UK #2011ElsevierInc.Allrightsreserved. Nopartofthispublicationmaybereproducedortransmittedinanyformorbyanymeans,electronicor mechanical,includingphotocopying,recording,oranyinformationstorageandretrievalsystem, withoutpermissioninwritingfromthepublisher.Detailsonhowtoseekpermission,further informationaboutthePublisher’spermissionspoliciesandourarrangementswithorganizationssuch astheCopyrightClearanceCenterandtheCopyrightLicensingAgency,canbefoundatourwebsite: www.elsevier.com/permissions. Thisbookandtheindividualcontributionscontainedinitareprotectedundercopyrightbythe Publisher(otherthanasmaybenotedherein). Notices Knowledgeandbestpracticeinthisfieldareconstantlychanging.Asnewresearchandexperience broadenourunderstanding,changesinresearchmethods,professionalpractices,ormedicaltreatment maybecomenecessary. Practitionersandresearchersmustalwaysrelyontheirownexperienceandknowledgeinevaluating andusinganyinformation,methods,compounds,orexperimentsdescribedherein.Inusingsuch informationormethodstheyshouldbemindfuloftheirownsafetyandthesafetyofothers,including partiesforwhomtheyhaveaprofessionalresponsibility. Tothefullestextentofthelaw,neitherthePublishernortheauthors,contributors,oreditors,assume anyliabilityforanyinjuryand/ordamagetopersonsorpropertyasamatterofproductsliability, negligenceorotherwise,orfromanyuseoroperationofanymethods,products,instructions,orideas containedinthematerialherein. LibraryofCongressCataloging-in-PublicationData Applicationsubmitted BritishLibraryCataloguing-in-PublicationData AcataloguerecordforthisbookisavailablefromtheBritishLibrary. ISBN:978-0-240-81717-0 ForinformationonallFocalPresspublications visitourwebsiteatwww.elsevierdirect.com 11 12 13 14 15 5 4 3 2 1 PrintedintheUnitedStatesofAmerica Contents Special Thanks...........................................................................................................................................xi Chapter 1 Game Stories, Interactivity, and What Players Want.........................................................................1 The Importance of Stories.....................................................................................1 Stories in Video Games..........................................................................................5 Interactive Stories vs. Traditional Stories: The Great Debate.................8 Summary...................................................................................................................11 Things to Consider............................................................................................12 Chapter 2 A Brief History of Storytelling in Games........................13 The Beginnings of Game Stories.....................................................................13 Text Adventures and Interactive Fiction......................................................16 RPGs, Adventure Games, and the Growing Importance of Stories...........................................................................................18 The Cinematic Evolution of Game Stories...................................................23 Game Stories Today..............................................................................................26 The Limits of Storytelling in Games...............................................................34 Summary...................................................................................................................37 Things to Consider............................................................................................38 Chapter 3 The Hero’s Journey and the Structure of Game Stories............................................................................39 Types of Stories Best Suited for Games.......................................................40 The “Best” Story Types....................................................................................43 Using Nonideal Stories....................................................................................45 The Hero’s Journey...............................................................................................46 What Is the Hero’s Journey?.........................................................................46 Structure of the Hero’s Journey..................................................................47 Modifying the Structure..................................................................................56 v CONTENTS Common Themes and Cliche´s in Game Storytelling..............................61 Common Cliche´s and Themes......................................................................62 Why Cliche´s Are Used......................................................................................65 When to Use and When to Avoid Story Cliche´s...................................66 Summary...................................................................................................................68 Things to Consider............................................................................................69 Chapter 4 The Story and the Characters...............................................71 Story Flow and Progression..............................................................................71 The Importance of Proper Flow and Pacing..............................................71 Don’t Neglect the Little Things.......................................................................74 Keeping the Player Engaged.............................................................................76 General Pacing Do’s and Don’ts..................................................................78 Character Development......................................................................................81 Common Character Archetypes...................................................................81 Advantages of Using Archetypes................................................................84 Disadvantages of Using Archetypes..........................................................85 Making Characters Believable.......................................................................88 Character Actions and Decisions.................................................................89 How Much to Tell and Not Tell Players.......................................................94 The Importance of Backstory............................................................................95 How to Tell the Backstory..................................................................................96 Deciding What to Tell..........................................................................................98 Sometimes a Mystery Is Best..........................................................................101 Summary.................................................................................................................105 Things to Consider.........................................................................................106 Chapter 5 Making Stories Emotional....................................................107 Connecting with the Characters....................................................................107 The Fine Line Between Drama and Melodrama.....................................110 Making the Player Cry........................................................................................111 Summary.................................................................................................................115 Things to Consider.........................................................................................116 Chapter 6 Defining Interactive and Player-Driven Storytelling...................................................................................117 What Makes a Story Interactive?...................................................................117 What Makes a Story Player-Driven?.............................................................119 Interactive Storytelling as a Spectrum........................................................119 vi CONTENTS Fully Traditional Stories................................................................................120 Interactive Traditional Stories....................................................................121 Multiple-Ending Stories................................................................................121 Branching Path Stories.................................................................................121 Open-Ended Stories.......................................................................................121 Fully Player-Driven Stories...........................................................................122 How Stories Are Classified..........................................................................122 Games Without Stories......................................................................................123 Summary.................................................................................................................123 Things to Consider.........................................................................................124 Chapter 7 Fully Traditional and Interactive Traditional Stories....................................................................125 Fully Traditional Stories.....................................................................................125 Fully Traditional Stories, Video Games, and Why They Don’t Mix.............................................................................127 Interactive Traditional Stories.........................................................................130 Creating Interactive Traditional Stories......................................................134 The Strengths of Interactive Traditional Stories................................140 The Weaknesses of Interactive Traditional Stories............................144 Summary.................................................................................................................147 Things to Consider.........................................................................................148 Chapter 8 Multiple-Ending Stories.........................................................149 Creating Multiple-Ending Stories...................................................................151 What Types of Endings Should a Game Have?..................................................................................................151 Choosing Where to End the Game.........................................................155 How Many Endings Does a Game Need?.............................................159 Determining Which Ending the Player Sees........................................163 Multiple-Ending Stories and Sequels......................................................166 The Strengths of Multiple-Ending Stories..................................................171 The Weaknesses of Multiple-Ending Stories.............................................175 Summary.................................................................................................................178 Things to Consider.........................................................................................180 Chapter 9 Branching Path Stories..........................................................181 Creating Branching Path Stories....................................................................184 Types of Branches..........................................................................................185 vii CONTENTS Deciding Where to Place Branches.........................................................190 How Many Branches Should a Story Have?.........................................192 Japanese Visual Novel Games........................................................................192 The Strengths of Branching Path Stories...................................................197 The Weaknesses of Branching Path Stories..............................................200 Summary.................................................................................................................203 Things to Consider.........................................................................................204 Chapter 10 Open-Ended Stories.................................................................205 Creating Open-Ended Stories.........................................................................209 The Main Plot...................................................................................................211 The Branches....................................................................................................212 The Distractions...............................................................................................212 The Strengths of Open-Ended Stories........................................................217 The Weaknesses of Open-Ended Stories....................................................220 Summary.................................................................................................................224 Things to Consider.........................................................................................225 Chapter 11 Fully Player-Driven Stories..................................................227 Creating Fully Player-Driven Stories.............................................................231 Creating a Setting...........................................................................................231 Creating Rules of Interaction.....................................................................232 The Problem with Fully Player-Driven Stories in Video Games....................................................................................................234 Massively Multiplayer Online Games (MMOs)..........................................237 The Strengths of Fully Player-Driven Stories............................................242 The Weaknesses of Fully Player-Driven Stories.......................................243 Summary.................................................................................................................244 Things to Consider.........................................................................................245 Chapter 12 The Argument for the Supremacy of Player-Driven Storytelling....................................................247 The Evolution of the Art Form.......................................................................248 Giving the Writer Greater Freedom.............................................................249 Strengthening the Player–Character Bond................................................250 Giving the Players What They Want............................................................250 Summary.................................................................................................................253 Things to Consider.........................................................................................254 viii CONTENTS Chapter 13 The Argument Against the Supremacy of Player-Driven Storytelling....................................................255 The Fine Art of Storytelling.............................................................................256 Time, Money, and Player Interest.................................................................257 The Added Time and Expense of Creating Player-Driven Stories......................................................................................257 Adding Interaction at the Expense of Other Elements...................257 Who Is Going to See It All?........................................................................258 Keeping the Story Interesting........................................................................259 Story Structure and the “Ideal” Chain of Events...............................259 The Problem with How We Think...........................................................261 Trying to Correct a Mistake........................................................................262 Loss of Impact..................................................................................................264 The Illusion of Control.......................................................................................265 Giving the Players What They Want............................................................266 Summary.................................................................................................................266 Things to Consider.........................................................................................268 Chapter 14 What Players Really Want: The Most Important Issue.................................................................................................269 Do Players Know What They Really Want?...............................................271 The Survey..............................................................................................................272 How Important Are Game Stories to Players?....................................272 What Players Say They Want.....................................................................273 Story Preferences by the Numbers.........................................................274 What Players Really Want............................................................................275 Further Analysis...............................................................................................277 Do Stories Sell Games?.................................................................................278 Summary.................................................................................................................283 Things to Consider.........................................................................................284 Chapter 15 The Future of Storytelling in Games..............................285 Stories Then and Now.......................................................................................285 The Key Arguments............................................................................................286 What Players Want..............................................................................................286 Looking Toward the Future.............................................................................286 The Most Popular Types of Storytelling................................................287 ix

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