Level Design is applied Game Design.
Once upon a Time: Giving Players the Freedom to Create Their Own Story
by Jim Brown ( Lead Level Designer - Epic Games )
Save the Cat is a book that is good for story writing, but not a silver-bullet.
3 act / 5 act / x act story structures do no apply across all
mediums.
A medium’s limitations define story structure.
Story can be defined as what happens in a game.
Plot is
how it happens!
A game’s plot of moment-to-moment action cannot be written.
Cut-scenes give characters a story; gameplay gives the story of the player.
3rd person cameras force players to pay attention
to avatar / character story.
1st person lets players be themselves, but it is
hard to relate to the game character.
Forcing story and gameplay together can break engagement in
the game.
Narrative as a reward for exploration gets players invested
and empowered.
Designers shouldn’t write ‘stories’ but places for stories
to happen.
Mood and intent should come together for a story to arise.
Demon’s Souls is
an example to leave the player alone so they can ‘get it’!
The Walking Dead’s
story is always the same in the end.
Plot
(how a story happens) is the experience for the player.
This
game shows what other players did; it makes the player feel unique!
Better writing isn’t the whole answer.
Designing
the experience is how to tell a better story is a partial answer?
Valve did cinematics that didn’t restrict the
player’s perspective of the game.
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