Skip to main content
GameDev.net gamedev.net
🔒 Locked

Story building

Started by Wai Dec 21, 2007 at 4:37 AM 40 replies 11.1k views
Original Post
Wai
Wai
Story building in a nutshell. There is an avatar. There is an environment. But there is no story. What would you add to create a story, if you can only add one thing?
sunandshadow
sunandshadow
Hmm. Is an introspective dialogue choice a thing? If not, then I'd pick an npc or something else which communicated, like a letter or a roadsign. Second best choice would be an obstacle such as a locked treasure chest, door, or puzzle.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Wai
Wai
By 'thing' I mean mise-en-scène. Anything that can be put into the environment.

You can be more specific about the thing to be added on scene. You can specify the size, color, location, etc (so that I can actually draw it).

Scenario 1:



Scenario 2:


[Edited by - Wai on December 25, 2007 12:26:22 AM]
Beige
Beige
Put a corpse on the middle platform and a nondescript-looking character on the upper left next to the ledge, away from the trees.
Wai
Wai
Interlude:

Unlike books, games can encode a story into interaction. In writing, there is the saying, "show, don't tell." In game design, there can be the saying, "experience, don't show."

The forces acting on a story character are transfered to the player by designing the game environment and game rules correctly.

Example:


What can you tell about this game and its possible story just by observing the scene? Suppose you are a player, what do you think the objective is? What do you expect?
jesot
jesot
Well in that style of game, the objective is to clear the room (i.e. go to the next room). So you drop down, and go left. Another thing about it is that you might be able to pick up that joint and smoke it or jump on the griffin and go for a ride - or both!
Wai
Wai
Given the avatar, the environment,
a story is formed by adding a goal state.
Scenario 03 (chest) completes this concisely:




The story is:

0.0 - The player-controlled avatar discovers a chest.
0.5 - She finds the way to the chest and open it.
1.0 - She finds something inside. ~ fin ~

The trivial conflict is the treasure inside is unknown.
Opening the chest resolves the conflict.

The player experience might be:

0.00 - Identifies that the controlled character is the green-haired girl.
0.11 - Guesses that the objective is to open the chest
0.12 - Tries different buttons to move and walks left.
0.13 - Realize that the brown column is a wall.
0.14 - Decides to explore the path above.
0.15 - Tries different buttons to jump.
0.16 - Explores the path beyond those originally shown
0.50 - Finds the way to the chest
0.90 - Tries different buttons to open the chest
1.00 - Chest pops open and surprise ensures. ~ fin ~

The moral of the story/experience is:
Learning and exploring is rewarding.

The story can be lengthened by adding more game rules manifested as interactibles.



By adding the key, the story is lengthened, but not necessarily improved.
Most players already know the relation between a key and a chest.
Adding the key does not add any learning opportunity.

To improve the story, something needs to be added to introducing a new rule.
If you can only add one thing to scenario 05, what would you add?

[Edited by - Wai on December 24, 2007 3:55:26 AM]
Delphinus
Delphinus
Here's my response.



The ghost girl tells the player that they're going to have to get past her (defeat, persuade, or avoid) to get the key, thus adding another rule, and more interest.
Dulce non decorum est.
sunandshadow
sunandshadow
Technically, the conflict is not that the treasure is unknown, the conflict is that it is not immediately obvious how to get to the chest and get it to open. The unknownness of the treasure is instead a motivation, curiosity (as well as the player's trained knowledge that any unique object in a game probably has to be interacted with to make progress, and chests usually contain good loot rather than being empty or traps). Curiosity is an impersonal motivation, and the avatar is a blank character, so to improve the story let's give the player a chance to make a choice which defines the character's personality/motivation.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Wai
Wai
Scenario 07:



Frog jumps when approached.
Hungry frog swallows anything nearby.
Tom Sloper
Tom Sloper
You call this a story?

Who's the protagonist? Who's the antagonist? What's the protagonist's desire? What's the antagonist's motivation for opposing the protagonist in the pursuit of his desire? What's the protagonist's true need (very different from his desire)?
-- Tom Sloper    --      sloperama.com
Wai
Wai
re:



Once upon a time, a girl found a chest in the woods.
However, the chest was on the other side of a wall.

The girl walks into the unknown and finds a way around
the wall.

The girl opened the chest and learns that sometimes
one must explore the unknown to reap the reward.
Wai
Wai
Interlude:



Once upon a time, Santa Girl fell into the woods.

The reindeers had run away. Santa Girl cried,

"Without the reindeers I can never deliver the presents.
All the children will be unhappy!"

sunandshadow
sunandshadow
Quote:
Original post by Wai
Interlude:



Once upon a time, Santa Girl fell into the woods.

The reindeers had run away. Santa Girl cried,

"Without the reindeers I can never deliver the presents.
All the children will be unhappy!"



that's adorable ^_^ <3
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Tom Sloper
Tom Sloper
Quote:
Original post by Wai
Once upon a time, Santa Girl fell into the woods.

"Into" the woods? You mean she fell out of her sleigh which was flying above the woods?

Quote:
The reindeers had run away.

"Reindeer." The plural of deer is "deer."

Quote:
Santa Girl cried,
"Without the reindeers I can never deliver the presents.
All the children will be unhappy!"

OK, now we have a protagonist and the protagonist's desire. Perhaps in this case the desire is the same as the need.
Still need other characters, unless it's Santa Girl against ... what? Fate? Circumstances?
BTW, why did the deer run away? What caused Santa Girl to fall out of the sleigh? Is someone behind these events, or did they just happen?
-- Tom Sloper    --      sloperama.com
Wai
Wai
Scenario 9:



Merchant looking for something.


Scenario 10:



Baby chest.

[Edited by - Wai on December 26, 2007 6:09:43 PM]
Tom Sloper
Tom Sloper
Okay, fine, ignore me. It's not my intent to highjack your thread. I was only addressing the topic of "story building." You have some kind of agenda and whatever it is, that's fine. I'll go away now.
-- Tom Sloper    --      sloperama.com
Wai
Wai

Scenario 10 game rules:

o Mature chests spawn baby chests.
o Baby chests grow naturally into mature chests.
o Mature chests can be open with a key.
o When a chest is open, it drops its loot and disappears.
o Mature chests eat people without a key.
Wai
Wai
Prelude:



"It is great being in the nature, isn't it?
Hey! Look what I've found! It's a treasure chest!"


"What is a chest doing here in the woods?"

"Let's op... AHHH! HELP!"

"I've got the ke..."

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.