Act I - Introduction of the problem (Where is the Princess?) Act II - Overcoming the problem (The...

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Storytelling: The Video Game as Art

Transcript of Act I - Introduction of the problem (Where is the Princess?) Act II - Overcoming the problem (The...

Page 1: Act I - Introduction of the problem (Where is the Princess?)  Act II - Overcoming the problem (The princess is in another castle!)  Act III - Solving.

Storytelling:The Video Game as Art

Page 2: Act I - Introduction of the problem (Where is the Princess?)  Act II - Overcoming the problem (The princess is in another castle!)  Act III - Solving.

Traditional Storytelling Structure

Act I - Introduction of the problem • (Where is the Princess?)

Act II - Overcoming the problem• (The princess is in another

castle!) Act III - Solving of the

problem• (The princess is safe … back

to plumbing.)

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Hero’s Journey Exposition:

• Just a country boy. Call:

• Time to get moving … Refusal:

• … in a minute. Information:

• He killed my dog!? Departure:

• I’ll miss you all Testing:

• Have at ye! Reward:

• That’s it? Ordeal:

• Again? You’ve got to be kidding me. Resurrection:

• Why won’t you just die! Return:

• I hope no one touched my stuff.

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Premise Quick High-level summary of the

story: A black hole has swallowed all the planets in thesolar system. The Prince of the Universe picks up items by

rolling his magic ball in order to recreate the planets and plug the hole.

You’re a freelance reporter stuck in a malland surrounded by bloodthirsty zombies.

You must use everything at your disposal as a weapon in order to survive long

enough to be rescued.

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Backstory So … Snake IS the Metal Gear???

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Themes

Bioshock - Ayn Rand’s dystopia and stem cell research

GTA 4 – The consequences of revenge Braid - Memories and Relationships CoD 4 - Sacrifice and Nationalism Fallout - The human paradox of survival

and self destruction Max Payne - Survivor's guilt and accepting

loss

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Setting

Environment is exposition

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Plot Balancing Conflict Shifting Focus Foreshadowing Suspension

of Disbelief Realism

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Story Devices Interactivity Non-Linearity Player control Collaboration Cinematics Scripted Events

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The Game as Art?