Post date: Apr 01, 2013 1:36:54 PM
One of the insightful talks that I attended to was the AAA Level Design Conference. There were various individuals from many different game companies such as Epic, Visceral, Bethesda, EA, etc. However one talk that stood out to me was Jim Brown's insightful talk about How to develop story in video games. He talks about why games these days falls flat when it comes to story in general. He emphasizes the connection of gameplay and different methods to tell a story to create a memorable experience.
Level design is art programming and design
Jim brown from epic games lead level designer:
Once upon a time... Giving players the freedom to create their own story
Storytelling shouldn't be the primary job, what is the player's story?
Wow's story never really dictated players, didn't really do much but rather the player makes their own story
How to make story in games better?
Games are broken down into a 3 act structure... Setup confrontation and resolution - traditional structure story by television writers
Commercials began to dictate the story restrictions based on time. This does not affect games story
The three act structure completely falls apart in video games. It's a trap!
Different approaches needed
Problems with game story is that people even assume that there is a game story...
We are trying to craft a game experience
Create mood and intent to create a story
Mood and intent come together to create better story
Make it natural and predictable from players gameplay
Plot is how the story happens in the game
A games plot can't ever really be written... Prove that games can't be dictated by plot.
By making the events of the story moment to moment experiences in the game and capture the gamers experience without writing a single word
When you are paying the game who are you
Gameplay is more like experience while cinematics is more like this is what happened, more likely to relate to
Camera placement is very important in relation to the players avatar to tell stories.
We use cameras in games to force players to get the experience and in opposite let them experience the world
Carl hung - the auditor experiences some of the sensations but is not transformed their imaginations are stimulated they go home and throught personal fantasies begin the process of transformation for themselves.
Fun and narrative doesn't really come together in concert, can't predict moment to moment action in games. Can have great story but the gameplay might not be fun.
Gameplay experience is a kinetic experience.
Gameplay and story when forced together makes the players not engaged. Players like to play the game rather than have the story told to them. Let them experience the world.
What if the reward is not loot but rather story? You give control of the story to the player through gameplay and make them engaged.
You shouldnt write a story but create opportunities to tell them through events. Let the player decide when they want to get the story, not force it to them. Example games is Demon Souls.
Very dark rich world with lots of lore and story, but as a game it doesn't tell it to the story. It trusts the player to get the story on their own. Piece things together for yourself, find it. Lets players make their stories. They leave notes of help, lies, pleading, etc.
So as a result the creators have little control of the games story.
Walking dead example.
The story result is always the same but it's how it got to that point differently become your own personal story moving around your unique experiences and at the end you can see the other players experiences and what actions they took. Makes your experiences that much more unique and fun. Ability to make players story unique but also share it Amongst other players.
We need to tell stories better not write better.
Games are an interactive experience, connects player the world on a whole another level.
Leave games to player experience. Create better game design. Create more opportunities for storytelling gameplay experience.
Players are given the opportunity to find story experiences, it's their decision take for example Skyrim, players can play the game without following the main storyline and do their own thing and later join in on the storyline, still they will have their own fun experience while their gameplay might be totally different then how other players play that same game.
In multiplayer games, it's all about context in the game design that leaves story in there for players to experience. The mood of the map blended in the intent of the designer that created that story experience. For example counter strike. Create a good universe that allows players to make their own experience inside it. People make experiences their own, don't ever force a certain story on them when they experienced something different. In half life, the player could look around while a cutscenes was happening, doesn't matter if the player missed that special cutscenes.
Jim.brown@epicgames.com @epicgames