player user interface storytelling engine core mechanics triggers narrative events in-game...
TRANSCRIPT
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NARRATIVE
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GAME RELATIONSHIPS
Player
User Interface
Storytelling Engine
Core Mechanics
Triggers
Narrative Events In-Game Events Player Events
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STORY MODELS
Linear Branching Foldback Emergent
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LINEAR STORIES
Aesthetically Greater emotional capability Deny dramatic freedom
Practically Require less content Engine simpler Less prone to bugs (absurdities)
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BRANCHING STORIES
Aesthetically Replayable Harder to create specific emotions Event influence
Advise player of significance Deferred or cumulative
Practically Expensive and complex Merging Number of endings
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FOLDBACK STORIES
Inevitable events that create the story arc Every play comes through them
Compromise between complexity and dramatic freedom
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EMERGENT STORIES
No storytelling engine Story evolves strictly from player
actions
MUDs LambdaMOO: A Rape in Cyberspace
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CONSIDERATIONS
Endings Dramatic and premature Multiplicity
Narrative granularity
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ADVANCING THE PLOT
Mechanisms Challenges Choices Drama (time) Journey
Tools Cut scenes Dialogue
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THREE ACT PLAY
Set up Confrontation Resolution
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HERO’S JOURNEY (CAMPBELL 1949)
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.
Call to adventure Road of trials Boon Return to the ordinary world Application of the boon
Vogler’s version
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RESOURCES
Interactive Fiction Tony Hirst’s Digital Worlds Lee Sheldon, Character Development
and Storytelling for Games (2004) Today’s MMORPGs