Jimmy Chattin - I make better games.

Wednesday, April 17, 2013

GDC-2.1-The Future of Storytelling: How Medium Shapes Story



 by Jesse Schell ( CEO - Schell Games )

Weaknesses of current games:
                Verbs
                                Right-now verbs of running, shooting, yelling, etc.
                                ‘Below the neck’
                No use of tragedy
                There is a lot of lost unification
                                All great stories tell the ending by foretelling it at the beginning.

 

Elemental Tetrad of aesthetic, mechanics, story, and technology.
                Either mechanics or technology changes will likely lead to better stories.
Prophecy of Chris Swain:
                Film was taken seriously when film learned to talk.
                Games are waiting to learn to ‘listen’.
                                This will allow for a conversation between the game and the player.
Games must: sense emotion, understand spoken word, and remember what a specific player has done.
Who will we talk to?  Our avatars (virtual companion!) is the answer.
Don’t think ‘platform’, think ‘venue’.
                The Hearth – OK for story games.
                Anywhere – Great for mobile games, but terrible for story games.
                Reading Nook – A good venue for story games played on things such as tablets.
                Workbench – The home of PC gaming and a good home for story games (future tech would include the Oculus).

 













We need: Above the neck verbs, irreversible tragedy, and everything coming together in connection and reference.
What happens to avatars when the player dies?
                Inheritance: Virtual companions can be sought to teach about the player that was alive.

// Visit jesseschell.com to find the slides!

// Next: The Design of New Enemies for Halo 4.

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