25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>Building</strong> <strong>Game</strong> Worlds<br />

126<br />

U L T I M A T E G A M E D E S I G N<br />

On the other hand, other genres, like RPG or RTS <strong>game</strong>s and many other action/adventure<br />

titles, employ story-telling elements to great effect. But I don’t really<br />

want to create story demarcations based on genre (in other words, I’m not going to<br />

state that certain genres have great stories in their <strong>game</strong>s and other genres do not). Is<br />

it possible to have gut-churning story elements wrapped inside an epic shooter? I’m<br />

not going to say that it’s impossible.<br />

I take a very pragmatic approach with story requirements and <strong>game</strong>s. In my experience,<br />

it seems beneficial that <strong>game</strong> designers should be motivated students of<br />

story-telling techniques and story formatting. They should, at a minimum, understand<br />

the traditional dramatic story arc and how it works in practice: call to action,<br />

conflict, and resolution. If the story arc is unfamiliar to you, that’s okay; fortunately,<br />

there is an abundance of great reference titles in this area.<br />

Telling story and backstory in <strong>game</strong>s is supposed to support and extend the<br />

<strong>game</strong>-play experience, not replace the movie industry. Where story heightens a<br />

player’s enjoyment and feelings of liberation within a <strong>game</strong>, I say use it! To this end<br />

alone, every trick in the proverbial book should be used.<br />

<strong>Game</strong>s are, by definition and inclination, different from movies in a number of<br />

ways. These days, as we all know, there is mutual inspiration of sorts between <strong>game</strong>s<br />

and movies. Yet <strong>game</strong> designers are not screenwriters, and screenwriters are not<br />

<strong>game</strong> designers.<br />

Developing rich story lines, accessible story logic, and complex characters is no<br />

easy undertaking for screenwriters. Similarly, developing innovative, replayable,<br />

highly addictive and lasting play mechanics is not easy for <strong>game</strong> designers. So, on the<br />

point of telling story or backstory in <strong>game</strong> titles, <strong>game</strong> designers need to be able to<br />

provide solid and entertaining story support for their <strong>game</strong>s. They don’t need to compete<br />

with the Coen brothers or Steven Spielberg for their next job.<br />

CREATING DIALOG<br />

Creating dialog for <strong>game</strong>s is a tricky, multivariable task. First of all, you should never<br />

write dialog until you have your story details locked down. How do the characters<br />

know what to say in telling a story if they don’t yet know what story to tell? Remember<br />

that your story arc and story details should support, not compete with, your gaming<br />

experience. So, think about what kind of story adds dimensionality to that<br />

gaming experience as a possible source of influence for your story details.<br />

Let’s assume that you’ve managed to get the story details locked down. Among<br />

many development teams, this is an accomplishment in itself, as people react to<br />

story ideas in vastly different ways. It takes a strong personality to combine the<br />

many ideas coming from a team, to synthesize and process them, and then to make<br />

decisions and act on these ideas as a creative spur.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!