This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
Text of Computer Games - Story Theory - Narrative Delivery Types
1. Story In Relation to Game
2. Why Stories? In general: Illuminate the human condition Make
you feel something Help you learn something Fun
3. Stories In Games: New medium new ways to tell stories Keep
people playing to the end They end feeling of accomplishment
instead of exasperation or boredom Good experience will sell the
next game
4. How? In General: Beginning Stability Middle Disruption End
Resolution
5. How? (continued) Drivers of Drama Conflict Mystery Stakes
Raised Life Food Shelter Love Companionship Reproduction
6. How? (continued) Stakes Comfort Money Fashion Fame Power
Social standing Control of others Control of your own destiny
7. Story in Games Narrative to Start then forget it Who are
you? Who are they? Why do you want to kill each other? Are there
other stories to tell that dont involve life and death stakes? Are
there other mechanics to play than violience?
8. Story and Games Story Delivered in the Structure of
Games
9. Story is same for all players Play stops at each obstacle
until its overcome Examples: X-Wing TIE Fighter Myst Tomb Raider
Hitchhikers Guide to the Galaxy Linear story
10. Linear story Advantages Complete narrative control Player
sees all content or quits Disadvantages Play stops until obstacle
is overcome No replayability Player may quit
11. More than one path from beginning to end Players have
varying degrees of success yet can continue Examples: Wing
Commander Balders Gate Planescape Torment King of Dragon Pass
Europa 1400: The Guild Branching Storyline
12. Branching Storyline Advantages Players make choices that
affect their entire game experience Replayability Some narrative
control major plot points Disadvantages Unseen content Some game
experiences better than others
13. Emergent Storylines Broad rules lead to stories that emerge
during play Winning conditions dictate end of game, not narrative
Examples: Civilization Falcon 4.0 X-Com Daggerfall
14. Emergent Storylines Advantages Every game has unique story
Player feels totally in control Replayability Disadvantages Very
difficult to generate good stories Very little narrative
control
15. How do we write in-game stories? Story space as opposed to
linear narrative Discovery as a means of storytelling Scripted
action sequences Found stories
16. Linear/Branching/Emergent Task 3 For each of the 3 story
writing styles above cite an example of a game that you have either
played or researched. Discuss how the story is delivered in your
example and how that complies to the type of delivery Discuss the
strengths and weaknesses within this story and the story delivery
method itself Draw conclusions about the methods of story delivery.
Consider how appropriate these methods are in relation to games.
Does one have more potential than another? If so why?