n4rr4t1v3 sk11ll5 f0r v1d30g4m3s
TRANSCRIPT
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GAME WRITING:NARRATIVE SKILLS
FOR VIDEOGAMES
EDITED BY
CHRIS BATEMAN
R I V E RM E D I A
CHARLES RIVER MEDIABoston, Massachusetts
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• Contents
AcknowledgmentsAbout the AuthorsPreface
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1 Introduction to Game NarrativeRichard Dansky
Definition of TermsStoryCharacterSettingBackstoryCut ScenesScripted EventsIn-Game Artifacts
What Is the Purpose of Game Narrative?ImmersionRewardIdentification
What Makes Game Writing Unique?What Are the Basics of Game Writing?
Keeping Gameplay in the WritingUsing the Tools the Game Provides
What Are the Tasks Involved?StoryDialogueSupporting TextsCut Scenes and Scripted EventsOther Tasks
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vi Contents
Creating Story 13Story Arc 13Pacing 13Climax 14
Creating Characters 14Immersion 16Unique Challenges and Pitfalls 17The Writer and the Development Team 19
Writer and Producer 19Writer and Designer 20Writer and Programmer 20Writer and Artist 21
The Pragmatics of Game Writing 21Conclusion 23
2 The Basics of Narrative 25Stephen Jacobs
Plot 25Aristotle's Poetics Model 26Joseph Campbell's Hero's Journey Model 27Syd Field's Screenplay Model 30Bending and Breaking Models 31Examining Star Wars 32
Character 35Archetypes 36
Remaining Aristotelian Concepts 39Theme 39
Diction and Pattern 39Spectacle 40
Conclusion 41
3 Writing for Games 43Richard Boon
Game Narrative 43
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Contents vii
Implicit NarrativeFormal NarrativeInteractive NarrativeInteractive Story
The Game WriterNarrative DeliveryGame StructureProgress StructureStructuring the StoryPlayer Agency
Conclusion: A Suggested Writing ProcessProperty AnalysisStory Overview/Story DesignNarrative DesignCut Scene CreationFull Design/Level AnalysisIn-Game Narrative MaterialsInitial Testing and CheckingDialogue Recording
Final Testing and Checking
4 Nonlinear Game NarrativeMary DeMarle
Story versus GameMerging Story and GameLeveraging Player ExperienceTechniques for Embedding Story
Eliminate Internal InconsistenciesIdentify Storytelling VehiclesLayer in the DetailsThink Modular
Conclusion
5 Keeping the Player on TrackChris Bateman
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Viii Contents
Freedom versus Clarity 85The Spine of the Game and the Golden Path 87
Example: Game Spines 88
Which Path to Signpost? 88Breadcrumbing: Following the Path 89
Physical Trails of Breadcrumbs 90Breadcrumbs in Dialogue 91Options in Dialogue 93Triggering Events 94Dead Ends 95
Funneling: Leading Back to the Path 95
The Edge of the World 98Funneling by Area 99
The Player's Peace of Mind 99Warning Signs: Proceed with Caution 100Simple versus Cryptic Language 100
Conclusion 101
6 Game Characters 103Andrew S. Walsh
Character versus Icon 103Purpose and Personality 104
Purpose 105Personality 108
Types of Character 110The Protagonist 110Antagonists 113
Non-Player Characters 116Bringing a Character to Life 118
Traits 118Characteristics 120Stock Characters 122Character Sheets and Bibles 122Maintaining a Character 123