Index

Note: Page numbers followed by b indicate boxes; f indicate figures.

A

Additional resources, 295–296

Aidyn Chronicles: First Mage, 182

Ancients, 264

Animal Crossing, 242b

Arc the Lad, 67b

Arc the Lad II, 144b

Arcade games, 13–15

Archetypes

advantages, 84

Campbell’s archetypes, 85

definition, 293

disadvantages, 85–88

KINGDOM HEARTS II, 86b

The Best Friend, 82

The Cold, Calculating Villain, 84

The Gambler, 83

The Hardened Criminal, 83–84

The Mentor, 82–83

The Reluctant Hero, 82

The Seductress, 83

The Special Person, 82

The Veteran, 83

The Young Hero, 82

B

Best game stories

all nominations, 275, 276f

list of games, 275

storytelling style, 275–277

unique games, 275, 276f

Borderlands, 27

Braid, 103b

THE BOUNCER, 201b

Branch, 293

Branching path stories

Choose Your Own Adventure books, 183b

creation, 184–192

decision point, 191–192

definition, 293

differentiating factor, 191

Japanese visual novel games

background images, 193–194

Choose Your Own Adventure books, 194–197

Fate/Stay Night see Fate/Stay Night

gaming, 193

hobby projects, 192–193

Kanon, 194

MangaGamer, 193

sound novels, 192–193

United States, 193

minor branches, 186, 190

moderate branches, 186, 191

player-driven storytelling, 121

schedule and budget, 192

story nodes, 182

storytelling, 181f

strengths, 197–200

structure, 185–186, 185f

voice-over dialog, 182

weaknesses

creation process, 200

potential loss of impact, 200

THE BOUNCER, 201b

Buying games

all nominations, 280–281, 282f

analysis, 282–283

important factors, 279, 279f

interactivity and freedom, 280

most important story elements, 280, 280f

personal experience, excellent stories, 279–280

unique games, 280–281, 281f

C

Campbell’s archetypes, 85

Characters

actions and decisions

Mass Effect, 90–91

PlayStation 3 hit Heavy Rain, 89–90

speech, 91

backstory, 95b

databases, 96–98

MMO, 98b

NPC, 96

significance, 95–96

through in-game books, 96

thumb rule, 98

biographies, 94–95

Braid, 103b

development

archetypes see Archetypes

clichéd characters, 81

FINAL FANTASY TACTICS: THE WAR OF THE LIONS, 98b

FINAL FANTASY XIII, 78, 91b

flashbacks, 76b

Grand Argument Theory, 89b

history, 94

Magna Carta, 77–78

MDQ morphs, 77

modern day crime game, 74–76

mystery, 101–105

pacing

creation, 73–74

do’s and don’ts, 78–81

game designers, 71–73

interest curve, 73b

story learning, 74b

Xenosaga Episode II: Jenseits von Gut und Böse, 79b

personalities, 88–89

player interest, 76–77

Shadow of the Colossus, 102b

story flow and progression, 71

Colossal Cave Adventure, 16, 17b

CRISIS CORE – FINAL FANTASY VII, 118–119

D

Decision point, 293

Disgaea: Afternoon of Darkness

allied character, 174

crazy characters and hilarious dialog, 173f

enhanced port, Hour of Darkness, 172

love and friendship, 172–174

love and kindness, 174f

Prince Laharl’s bid, Netherworld conquering, 172f

Donkey Kong, 14b

Downloadable content (DLC), 29, 207–209

Dragon’s Lair, 15, 15f

DRAGONQUEST, 3

Dramatic stories, 5–6, 127b

Dues Ex, 23

Dungeons & Dragons (D&D), 235b

E

Emotional stories

CRISIS CORE – FINAL FANTASY VII, 118–119

crying, player, 111–115

drama and melodrama, 110–111

Forrest Gump, 111–112

Metal Gear Solid 3: Snake Eater, 108b

player feeling, 107

tearful scenes, 112

Emotional architect, 6b

Emotional architecture, 131b

F

Fable II

deviant behaviors, 215

good and evil scale, 216

Molyneux, designer, 214

physical gestures, 216–217

players, freedom, 214–215

Sparrow’s appearance, 215–216, 215f

time pass, players, 217

ways, task approach, 214f

Fallout 3

Capital Wasteland, 207–208, 207f

DLC, 207–209

main plot and area, player’s preferences, 209

storytelling, 27

unique and interesting characters, 208f

wasteland’s warring factions, 207–208

Fate/Stay Night

Holy Grail War, 195, 196

Lord of the Rings trilogy, 196

Saber’s story, 196

Shiro’s life, 195

style potential, 197

FINAL FANTASY IV, 20, 21b

FINAL FANTASY TACTICS: THE WAR OF THE LIONS, 98b

FINAL FANTASY VII, 2–5, 3f, 23–24, 113b, 141b, 264

FINAL FANTASY X, 132b

FINAL FANTASY XIII, 78, 91b

First-person shooter (FPS), 293

Five-act story structure, 73, 73f

FMV see Full-motion video

Forrest Gump, 111–112

FRONT MISSION 3

branch, 187

characters, Kazuki’s party, 189f

Emma’s branch, 189

Kazuki’s delivery decision, 200

MIDAS, 188–189

moderate and minor branches, 190

Square Enix’s lesser-known franchises, 188

structure, degree of control, 190

warring factions and political intrigue, 188f

Full-motion video (FMV), 24, 293

Fully player-driven stories, 122, 293

Fully traditional stories

characteristics, 125–127

definition, 293

dramatic stories, 127b

Higurashi When They Cry, 128b

interactions, 127

player-driven storytelling, 120–121

storytelling styles, 127

G

Gamasutra, 295

Game Developers Conference, 295–296

Game master (GM), 3

Game stories

advantages, 42–43

classic story structure, 40

development, 39

difficulties, 43

DRAGONQUEST, 3, 4

drama, 7

drawbacks, 43

emotional architect, 6b

exploration and adventure, 2

FINAL FANTASY VII, 2–5, 3f

game consoles, 5

Hero’s journey

acts, 47–48

ancient myths and legends, 46–47

civilization greatest stories, 46–47

creativity and imagination, 47

guidance, 48b

Lunar Silver Star Harmony, 56b

N64 role-playing game, 55

proto-story, 47

Refusing the Call, 49–50, 58

risk/stakes, 49–50

romantic comedy story, 46, 46f

The Call to Adventure, 48–49, 58

The Final Dungeon, 52–53, 60

The First Threshold, 50–51, 58–59

The Great Ordeal, 53, 60

The Journey, 51–52, 59–60

The Mentor, 50, 58

The Ordinary World, 48, 57

The Prize, 53–54, 60

The Return, 54–56, 61

The Road Home, 54, 60–61

interactive vs. traditional stories, 8–10

mistake, 6–7

old and new media, 6b

plot twist, 2

Super Mario Bros games, 2–5

themes and clichés

A Party of Clichés, 64–65

Arc the Lad, 67b

grizzled warrior and mysterious girl, 65–66

I am Your Father, 64

major dramatic question, 63b

Saving the World from Evil, 65

The Amnesiac Hero, 62–63

The Ancient Civilization, 65

The Evil Vizier/Minister/Aide/Lackey, 63–64

The Last of His Race, 64

usage rules, 66–68

types

character identification, 44

cut-throat business techniques, 44

designers and players, 44

drama, 42b

nonideal stories, 45

tools, 42

Universe, science-fiction game, 4

Victory Games, 4

Game storytelling

evolution, 285

fads and new genres, 291

future development, 286–287

game industry, 290

interactive traditional stories, 285

key arguments, 286

players requirement, 286

types

budgets, 287–288

conference, Digital Narrative, 287–288

Mad Men, 288

motion controllers and 3D displays, 287–290

player-driven stories, 287

suspense, 289

writers, 290

Game writing groups, 295

Games without stories, 123

Grand Argument Theory, 89b

Grand Theft Auto (GTA) series, 218

Graphic adventure games, 18–19

Growlanser II: The Sense of Justice

best incentives, 165–166

character relationships, 165–166

game’s ending determination, 164

realistic goal, 165–166

release, United States, 164

Wein Cruz (hero), 164–165

H

Heavy Rain

characters, 198

creation, Quantic Dream, 198

Ethan’s desperation, 198–199

interesting and innovative games, 199–200

PS3 controller, 198

Higurashi When They Cry, 128b

House of Leaves, 118

I

Interactive fiction (IF) game, 16

Interactive storytelling, 293

Interactive traditional stories

creation

branching dialog, 136–137

gameplay, 135

NPC, 135–136

plot control, 134

storytelling, 136b

tone, 135b

writing, 134–135

definition, 293

degree of freedom, players, 130–134

emotional architecture, 131b

FINAL FANTASY X, 132b

Metal Gear Solid 4: Guns of the Patriots, 138b

player-driven storytelling, 121

player’s control, 130–134

strengths, 140–144

weaknesses, 144–146

International Game Developers Association (IGDA), 295, 296

J

Journey Under the Sea, 183–184

K

KINGDOM HEARTS II, 86b

L

Liberty City, 219

LinkedIn, 295

Lunar Silver Star Harmony, 56b

M

Magna Carta, 77–78

Major/main branch, 293

Mass Effect series

Bioware’s epic sci-fi series, 168

Commander Shepard, 168–169

dialog wheel, 169f

fast-paced and intense battles, 170f

hunting down, rogue Spectre, 169

images, 168f

new characters, Mass Effect 2, 170f

planet-hopping journey, 170

strong illusion of control, 171

Massively multiplayer online (MMO)

backstory, 98b

definition, 293

Guild Wars, 238–242

MMORPG, 237

player cooperation, player vs. environment, 237

story structures, 237–238

World of Warcraft

meeting of elves, Burning Crusade expansion, 240f

quest chains, 239, 240

series of strategy games, 238–239

server design and build processes, 241

storytelling, 241

structured experience, 240–241

Wrath, Lich King expansion, 238f

Massively multiplayer online role-playing game (MMORPG), 27, 237

MDQ technique, 117–118

Metal Gear Solid, 24b

Metal Gear Solid 3: Snake Eater, 108b

Metal Gear Solid 4: Guns of the Patriots, 138b

Minor branch, 293

MMO see Massively multiplayer online

Moderate branch, 293

Multiple-ending stories, 121, 293

Bioshock, 176b

Blood Omen: Legacy of Kain, 150b, 159–163

Castlevania: Dawn of Sorrow

definition, 153

good, bad and neutral endings, 154–155

plot-heavy titles, 153–154

soul and power, 153, 154f

variety of monsters, 153f

CHRONO TRIGGER

“dream team” collaboration, 156–157

epic journey, 156f

Lavos’s awakening, 158

New Game+ feature, 156–157, 158

replay value, 158–159

time portal, 157

timing method, 163–164

twelve/thirteen endings, 159–163

unique and eccentric casts, 158f

desirability, 159

different outcomes, 151–155

extra writing and programming, 156–159

final battle/decision, 155

general warning, 175

good and evil endings, 163–166

Growlanser II: The Sense of Justice, 164b

interactive medium, 160

Macbeth’s theme, 152

non-player-driven structure, 151

return on investment, 159–160

sequels

advantages and disadvantages, 166

favorite elements, 167

Final Fantasy, 166–167

good, bad, and neutral endings, 166

Mass Effect series, 167b

story decisions, 167–171

STAR OCEAN: SECOND EVOLUTION, 160b

straight-up method, 163–164

strengths, 171–174

structure, 149f

weakness, 175

Myst, 19

N

Nintendo entertainment system (NES), 20

Nonplayer character (NPC), 135–136, 293

O

Open-ended stories

A Halloween Parade of Personalities, 211b

branches, 212

decision points, 209–211

definition, 293

distractions, 212–217

Fable II

deviant behaviors, 215

good and evil scale, 216

Molyneux, designer, 214

physical gestures, 216–217

players, freedom, 214–215

Sparrow’s appearance, 215–216, 215f

time pass, players, 217

ways, task approach, 214f

Fallout 3

Capital Wasteland, 207–208, 207f

DLC, 207–209

main plot and area, player’s preferences, 209

unique and interesting characters, 208f

wasteland’s warring factions, 207–208

Grand Theft Auto IV, 218b

interactive storytelling, spectrum, 121

large world, 205

main plot, 211–212

ravaged postapocalyptic world, 218

setting and backstory, 211

split personality, 210b

storytelling, 205–209, 205f

strength, 217–219

structure without sequence, 206b

The Elder Scrolls III: Morrowind

brevity and simplicity, 222

characters, 222f

epitome, 222

Nerevarine, 222

NPC, 223

players exploration, massive world, 221f

strange happenings and Empire security, 222

weaknesses, 220–223

P

Pen-and-paper role-playing games, 293

Pillars of Nosgoth, 150

Player-driven stories

AI programmers, 237

Animal Crossing, 242b

audience, 228, 229

creation

actions speak louder than words, 233b

rules of interaction, 232–234

setting, 231–232

Dungeons & Dragons (D&D), 235b

hokey pokey, 234–235

inherent flaw, video games, 235

main plot, 227–231

MMOs, 237–241

setting, human nature and plot, 228

strengths, 242–243

The Sims, 229b

The Sixth Sense, 228

toy, 231b

weaknesses, 243–244

World of Warcraft, 238b

Player-driven storytelling

art form evolution

interactive nature, 249

Kojack, 248

modern dramatic forms, 248

writing, 248–249

benefits, 247

branching path stories, 121

classification, 122

Commerce Corrupts?, 251b

definition, 119, 294

fine art

advantage, 255–257

game development, 256

humanity, 257

Panavision camera effect, 256

four key points, 247

fully player-driven stories, 122

fully traditional stories, 120–121

games without stories, 123

illusion of control

death, million cuts, 266b

degree of control, 265

skilled use, 265–266

interactive

CRISIS CORE – FINAL FANTASY VII, 118–119

definition, 117–118

House of Leaves features, 118

MDQ technique, 117–118

spectrum, 119–122

traditional stories, 121

visual arts, 117–118

interesting story

“max/min” player, 261

artistic merit and game development, 259

branching path/open-ended story, 260

events, 260

generic slasher/horror movie, 261–262

Harry Potter and the Sorcerer’s Stone, 259

Harry, villain, 260

loss of impact, 264–265

mistake correction, 262–263

problem with thinking, 261–262

strategy guide, 262

key points, 255

money, 250–251

multiple-ending stories, 121

open-ended stories, 121

player-character bond, 250

players enjoyment, 252–253

players requirement, 266

problematic plots, 251

time, money, and player interest

branching path story game, 258–259

creation, 257

interaction types, 257–258

minor and moderate branches, 259

types of stories, 119, 253

writer greater freedom, 249

Players requirement

best game stories

all nominations, 275, 276f

list of games, 275

storytelling style, 275–277

unique games, 275, 276f

buying games

all nominations, 280–281, 282f

analysis, 282–283

important factors, 279, 279f

interactivity and freedom, 280

most important story elements, 280, 280f

personal experience, excellent stories, 279–280

unique games, 280–281, 281f

demographics, 273

Earth and Beyond audience, 272–273

FPS and RPGs, 271

gameplay, 273

interactive traditional stories, 275, 277

Internet population, 270

multiple-ending and branching path stories, 277–278

players attention, game stories, 272–273

players’ storytelling preferences, 272

preferred storytelling styles, 274, 274f

research methods, 271

respondents’ top three favorite game genres, 273, 274f

Star Wars: Galaxies, 269–270

stated vs. actual preferences, 278–279

type of stories, 275

unusual/unique settings, 275

way to craft, 278

writing skill, 270–271

Point-and-click adventure games, 19

Princess-in-distress story, 15

R

Role-playing game (RPG), 150, 294

S

Saga Frontier, 258

Sandbox genre, 218

Shadow of the Colossus, 102b

Side-quest, 294

Simulations Publications, Inc. (SPI), 3

Social networking games, 28

Sony’s PlayStation, 23

Square and Enix, 20

Storytelling

“gamey” elements, 29–34

arcade games, 13–15

Borderlands, 27

bravery, 34

cinematic evolution

Deus Ex, 23

FINAL FANTASY VII, 23–24

FMV, 24

Metal Gear Solid, 24b

Sony’s PlayStation, 23

D-pad, 32–33

deadly game, 30f

discrete hint system, 27–28

DLC, 29

Donkey Kong, 14b

downloadable retro games, 29

Dragon’s Lair, 15

episodic adventure games, 27f

Fallout 3, 27

limits

artificial intelligence, 35

cost containment, 36

human moderator, 35

multiple endings, 37

MMORPG, 27

noise, 31–32, 32f

point-and-click adventure game genre, 27

princess-in-distress story, 13–15

Reaper’s game, 31–32

RPG

advantage, 20

character-driven stories, 19–20

FINAL FANTASY IV, 20, 21b

MMO, 19

NES, 20

Square and Enix, 20–23

social networking games, 28

Spacewar, 13–15

text adventures and interactive fiction

character deaths, 16

Colossal Cave Adventure, 16, 17b

IF game, 16

Tokyo’s vibrant Shibuya district, 33f

Super Mario Bros games, 2–5

Surprise aspects, 120

Survey data

games purchased primarily, story, 302–307

top game stories, 297–302

T

The Elder Scrolls III: Morrowind

brevity and simplicity, 222

characters, 222f

epitome, 222

Nerevarine, 222

NPC, 223

players exploration, massive world, 221f

strange happenings and Empire security, 222

Traditional storytelling, 10, 294

U

Universe, science-fiction game, 4

V

Victory Games, 4

X

Xenosaga Episode II: Jenseits von Gut und Böse, 79b

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