Contents

Special Thanks

Chapter 1    Game Stories, Interactivity, and What Players Want

The Importance of Stories

Stories in Video Games

Interactive Stories vs. Traditional Stories: The Great Debate

Summary

Things to Consider

Chapter 2    A Brief History of Storytelling in Games

The Beginnings of Game Stories

Text Adventures and Interactive Fiction

RPGs, Adventure Games, and the Growing Importance of Stories

The Cinematic Evolution of Game Stories

Game Stories Today

The Limits of Storytelling in Games

Summary

Things to Consider

Chapter 3    The Hero’s Journey and the Structure of Game Stories

Types of Stories Best Suited for Games

The “Best” Story Types

Using Nonideal Stories

The Hero’s Journey

What Is the Hero’s Journey?

Structure of the Hero’s Journey

Modifying the Structure

Common Themes and Clichés in Game Storytelling

Common Clichés and Themes

Why Clichés Are Used

When to Use and When to Avoid Story Clichés

Summary

Things to Consider

Chapter 4    The Story and the Characters

Story Flow and Progression

The Importance of Proper Flow and Pacing

Don’t Neglect the Little Things

Keeping the Player Engaged

General Pacing Do’s and Don’ts

Character Development

Common Character Archetypes

Advantages of Using Archetypes

Disadvantages of Using Archetypes

Making Characters Believable

Character Actions and Decisions

How Much to Tell and Not Tell Players

The Importance of Backstory

How to Tell the Backstory

Deciding What to Tell

Sometimes a Mystery Is Best

Summary

Things to Consider

Chapter 5    Making Stories Emotional

Connecting with the Characters

The Fine Line Between Drama and Melodrama

Making the Player Cry

Summary

Things to Consider

Chapter 6    Defining Interactive and Player-Driven Storytelling

What Makes a Story Interactive?

What Makes a Story Player-Driven?

Interactive Storytelling as a Spectrum

Fully Traditional Stories

Interactive Traditional Stories

Multiple-Ending Stories

Branching Path Stories

Open-Ended Stories

Fully Player-Driven Stories

How Stories Are Classified

Games Without Stories

Summary

Things to Consider

Chapter 7    Fully Traditional and Interactive Traditional Stories

Fully Traditional Stories

Fully Traditional Stories, Video Games, and Why They Don’t Mix

Interactive Traditional Stories

Creating Interactive Traditional Stories

The Strengths of Interactive Traditional Stories

The Weaknesses of Interactive Traditional Stories

Summary

Things to Consider

Chapter 8    Multiple-Ending Stories

Creating Multiple-Ending Stories

What Types of Endings Should a Game Have?

Choosing Where to End the Game

How Many Endings Does a Game Need?

Determining Which Ending the Player Sees

Multiple-Ending Stories and Sequels

The Strengths of Multiple-Ending Stories

The Weaknesses of Multiple-Ending Stories

Summary

Things to Consider

Chapter 9    Branching Path Stories

Creating Branching Path Stories

Types of Branches

Deciding Where to Place Branches

How Many Branches Should a Story Have?

Japanese Visual Novel Games

The Strengths of Branching Path Stories

The Weaknesses of Branching Path Stories

Summary

Things to Consider

Chapter 10  Open-Ended Stories

Creating Open-Ended Stories

The Main Plot

The Branches

The Distractions

The Strengths of Open-Ended Stories

The Weaknesses of Open-Ended Stories

Summary

Things to Consider

Chapter 11  Fully Player-Driven Stories

Creating Fully Player-Driven Stories

Creating a Setting

Creating Rules of Interaction

The Problem with Fully Player-Driven Stories in Video Games

Massively Multiplayer Online Games (MMOs)

The Strengths of Fully Player-Driven Stories

The Weaknesses of Fully Player-Driven Stories

Summary

Things to Consider

Chapter 12  The Argument for the Supremacy of Player-Driven Storytelling

The Evolution of the Art Form

Giving the Writer Greater Freedom

Strengthening the Player–Character Bond

Giving the Players What They Want

Summary

Things to Consider

Chapter 13  The Argument Against the Supremacy of Player-Driven Storytelling

The Fine Art of Storytelling

Time, Money, and Player Interest

The Added Time and Expense of Creating Player-Driven Stories

Adding Interaction at the Expense of Other Elements

Who Is Going to See It All?

Keeping the Story Interesting

Story Structure and the “Ideal” Chain of Events

The Problem with How We Think

Trying to Correct a Mistake

Loss of Impact

The Illusion of Control

Giving the Players What They Want

Summary

Things to Consider

Chapter 14  What Players Really Want: The Most Important Issue

Do Players Know What They Really Want?

The Survey

How Important Are Game Stories to Players?

What Players Say They Want

Story Preferences by the Numbers

What Players Really Want

Further Analysis

Do Stories Sell Games?

Summary

Things to Consider

Chapter 15  The Future of Storytelling in Games

Stories Then and Now

The Key Arguments

What Players Want

Looking Toward the Future

The Most Popular Types of Storytelling

A Future for Everyone

Things to Consider

Glossary

Appendix A: Game Writing Groups and Other Useful Resources

Appendix B: Survey Data

Bibliography and References

Index

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