Get Your Game Out Of My Movie! Narrative Design in Mass Effect 2 Armando Troisi – Lead Cinematic...

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Get Your Game Out Of My Movie! Narrative Design in Mass Effect 2 Armando Troisi – Lead Cinematic Designer

Transcript of Get Your Game Out Of My Movie! Narrative Design in Mass Effect 2 Armando Troisi – Lead Cinematic...

Page 1: Get Your Game Out Of My Movie! Narrative Design in Mass Effect 2 Armando Troisi – Lead Cinematic Designer.

Get Your Game Out Of My Movie!

Narrative Design in Mass Effect 2

Armando Troisi – Lead Cinematic Designer

Page 2: Get Your Game Out Of My Movie! Narrative Design in Mass Effect 2 Armando Troisi – Lead Cinematic Designer.

Introduction• Armando Troisi, Lead Cinematic Designer

• What is Cinematic Design?

– Narrative designers first– Cinematic artists second– The ‘how’ of interactive narrative– Work with writers to create conversations

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Agenda

I. Story Perspective

II. The Agreement

III. Quick time events

IV. Q&A

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Story Exploration

Progression Game Play

BioWare Design Pillars

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The Conversation

• A narrative tool– Primary method of narrative delivery

• A game system– Coordinates content from every discipline

• A design philosophy– Always evolving

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A Change in Perspective…

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What is perspective?• Point of view from which the player interacts with the

story

• BioWare’s stories fall into two categories:

– Subjective– Objective

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Subjective Story

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Traditional computer role playing model

You are the avatar

Dialog responses are verbatim

Uninterrupted agency

Quickly empathize with avatar Side effects

Temporal distortion Lots of dialog

Subjective Story

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Video: Subjective story

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C

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Objective story

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Counter to the traditional role-playing model

You are not the avatar

Avatar has own voice and motivations

Player is voyeuristic

Removes temporal distortion

Real-time narrative environment

This was our breakthrough in interactive storytelling

Objective story

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Video: Objective story

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Did you notice something odd?

Let’s roll that clip again…

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Auto - Reply

• Hey, I didn’t want to say that!

• Interrupted agency

• Lack of choice?

• Anti-role playing design?

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With so many traditional rules broken, how is Mass Effect a successful RPG?

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The Agreement

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What is it?

• Covenant the designer makes with the player

• Set of rules that govern choice and expectation

• Binds the player to the role playing experience

• Allows for the player to access the avatar

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The Agreement

• Interface for choice is predictable

• Choice produces results the player expects

• Give the player the choices they want

• It’s the player’s story

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The Agreement

• Interface for choice is predictable

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Choice 1

Choice 2

Choice 3Choice 4

Choice 5

Choice 6

• Dialog navigation interface

• Choices mapped to GUI positions

• Move the indicator to make a choice

Conversation Wheel

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Paragon

Neutral

Renegade

Friendly

Hostile

Investigate

• What are these categories?

• First layer of predictability

• Mapped emotional reaction

• Choice acquires subtext

Behavioral

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I’ll look into this.

Goodbye.

No time. Doesn’t matter.

Abusing suspects?

Let me help.

• Provides a clue through a ‘paraphrase’

• Second layer of predictability

• Combined with behavioral wheel position, predictability is achieved

Cognitive

InvestigateParagon

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The Agreement

• Interface for choice is predictable• Choice produces results the player expects

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[ Tip ]

Paragon

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Video: Omega Dancer

[ Tip ] Paragon position

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[ Tip ]

InvestigateParagon

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Video: Omega Dancer

[ Tip ] Investigate position

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[ Tip ]

InvestigateRenegade

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The Agreement

• Interface for choice is predictable• Choice produces results the player expects

• Give the player the choices they want

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Video: Choices you want

Interrogation clip

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Video: Choices you want

Citadel shopkeeper

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Results you expect

Choices you want

Role-playing flow

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The Agreement

• Interface for choice is predictable• Choice produces results the player expects• Give the player the choices they want

• It’s the player’s story

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Save Game Import

• It’s your continuing Mass Effect story

• 700 plot hooks from ME1 to ME2

• It’s the small things that matter…

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Video: Council is Dead

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Video: Council is Alive (female)

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Video: Problem we’re solving…

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Interrupts

• Quick Time Events in conversations

• Visceral action

• ‘Take Control’ moments

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• Interface for choice is predictable?

The Agreement applied

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• Interface for choice is predictable

• Give the player the choices they want

• It’s the player’s story

• Choice produces results the player expects– A big problem– Cognitive players frustrated– Broken role playing– Players accidentally shooting people in the face!

The Agreement applied

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Telegraphing

• Visual paraphrasing

• Helps predict the specific action

• Lets the cognitive player make a

meaningful choice

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Video: Missing telegraph

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Video: Telegraphed

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[Example of correctly telegraphing an interrupt]

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• Interactivity is a potent narrative device

• Perspective is powerful - choose wisely

• Discover your agreement - and stick with it!

Conclusion

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Questions?

Armando Troisi – [email protected]