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These stories can be presented in many explicitly and implicitly different forms:
• Written/Spoken in game
• Machinima
• Cut Scenes
• The players actions (or the actions of NPCs)
Storytelling
• Only in games though can we can break up the plot into two
distinct parts:
• The narrative… we define narrative to be the part of the story
that is told by the game designer to the player; narrative is a non-
interactive process where the player is a passive participant
• The interactive generation of story by the player’s actions…
here the player is an active participant of the storytelling
• The overall story exists in the simulated game universe… we
can call this the setting
Storytelling
story based
gameplay
no story
Things to consider:
• Where is it set? Is it a real or fictional location?
• When is it set? Is it set in the past, present or future?
• Describe the setting. What is the geography like? How is
the society structured? What are the major political factions
and religious beliefs? Were there any major historical events?
Setting
Suspension of Disbelief
Suspension of Disbelief
• Branching storylines :
• Gives the illusion of choice
• The player feels in control of the story
• Still allows directorial control over pacing and plot points
• Adds replay value
• Interactive storylines:
• Allows greater interaction with world
• Interactions have cause and effect
• The player’s actions change the world around them and/or the
story
Stories in Games
The Non-Linear Story
• Dynamic storylines:
• Random plot development
• Usually leads to ineffective narratives
• Heuristically developed plot
• Complete player freedom
The 3 Act Structure
3 Act Structure
Act 1 (Beginning)
• Introduces the setting, major characters and the catalyst for
the story
Act 2 (Middle)
• The longest act
• This is where the bulk of the story takes place
• In a game this is generally majority of the experience
Act 3 (End)
• Resolves the story
• Reveals the impact of the story on the setting and major
characters
The Hero’s Journey
The Hero’s Journey
Act 1 (Beginning)
• The Ordinary World
• The Call to Adventure
• The Refusal of the Call
• The Meeting with the Mentor
• The Crossing of the First Threshold
The Hero’s Journey
Follows a general pattern
Act 2 (Middle)
• Test, Allies and Enemies
• The Approach to the Innermost Cave
• The Ordeal
• The Reward
• The Road Back
The Hero’s Journey
• The catalyst for the story, this is the reason the hero
must undertake their journey
• This is the herald, it could be a character, or it could be a
letter the hero receives or an event that the hero cannot
ignore
• Remember to make it clear why the hero is the one receiving
the call to adventure
Act 1
The Refusal of the Call
In the book 20 Master Plots (And How to Build Them), Ronald B. Tobias lists the following:
– Quest – Transformation
– Adventure – Maturation
– Pursuit – Love
– Rescue – Forbidden Love
– Escape – Sacrifice
– Revenge – Discovery
– The Riddle – Wretched Excess
– Rivalry – Ascension
– Underdog – Descension
– Metamorphosis – Temptation
Narrative Tropes
Narrative Tropes
• Why are we even pulling these apart? Aren’t they the same?
• No! The difference between a plot and a story is a subtle but
important one
• Story can be thought of as the structure… roughly speaking,
what happens
• Plot is the contents… what the meaning of the events are
• We could compare this to a journey
• Story is what happened on the journey and where you went
• Plot is how you felt about it, what you learnt, how the events led
from one to another (causality), how the destination changed you
Story vs. Plot
Plot
http://www.overthinkingit.com/2011/08/30/video-game-plot-scale/
Story vs. Plot
Plot