Indiana Jones™ Adventure World Narrative for...

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Indiana Jones™ Adventure World: Narrative for Social Games Steve Williams Senior Game Designer, Zynga Boston Jonathon Myers Game Writer

Transcript of Indiana Jones™ Adventure World Narrative for...

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Indiana Jones™ Adventure World: Narrative for Social Games Steve Williams Senior Game Designer, Zynga Boston Jonathon Myers Game Writer

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Who Are We?

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Who Are We?

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Who Else Made Narrative Happen?

Lead Designer Seth Sivak

Content Designers

Some Other Cool People

Hal Barwood

Lee Sheldon

Paul Neurath

Toby Ragaini

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What Game Did We Make?

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This Talk is Not About…

● Nitty gritty of writing social game text

● Feeds, copywriting, marketing text

● Core Gameplay and how we got there

● Seth Sivak’s 2012 GDC talk is great!

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Focus – We Done Did Some Narrative

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Presentation “Episodes”

• The Show Must Go On

• Story IP for a Social Game

• How We Did What We Did

• Collaborative Narrative Design

• Two Weeks in the Life

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The Show Must Go On

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It’s 8AM, do you know where your content is?

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Social Game to Human Dictionary

● Release – one package of content

● Cadence – our weekly schedule

● Metrics – Zynga’s best practice (Statistics)

● Retention – likelihood of player returning

● DAU – Daily Active Users

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Narrative for a Tough Crowd

Short Play Sessions = No Subtlety Varied Time Gap Between Sessions

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The Case for Quick Narrative Bites

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The Case for Quick Narrative Bites

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Simple Storytelling Moments

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Simple Storytelling Moments

● The Legend of the Pharoah’s Family Jewels

●Go to the Thematic Place

●Get the Thing

●Deal with the Looming Antagonist

●Or Else… What?

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Doing It Live!!!

● Ship It, Ship It, Ship It...

● … And How Did They Like It?

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Get By With A Little Help From Our Friends

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Get By With A Little Help From Our Friends

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Get By With A Little Help From Our Friends

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Get By With A Little Help From Our Friends

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The Show Must Go On

● Short/Varied Play = No Subtlety

● Serve Sliders of Content

● Simple Storytelling Moments

● Ship It, Fix It… Pause to Evaluate

● Learn from Predecessors

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Story IP for a Social Game

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Before Indy, It Was Quest

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LucasArts Partnership

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“No Time for Love, Doctor Jones”

Backstory Already There!

No Exposition Necessary!

Social Games + Pop Culture = Player Love

1934

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Characters = Locations

South America

1936

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Characters = Locations

Mesoamerica

1934

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“I Am the Monarch of the Sea!”

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Collaborative Relationship

●LucasArts Gave Us Creative Freedom

●Respect the Franchise

●We Complied!

●It Paid Off

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Story IP for a Social Game

● Less Time Necessary For Worldbuilding

● Characters Came With Pre-Associations

● Delivered Iconic Moments to Fans

● Encouraged Retention & Replay

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How We Did What We Did

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Back to the Source

● Watch all the movies

● Read the books

● Explore the entire canon

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Story Techniques from Jon

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Story Touchstones From Steve

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Dramatic Conflict

● Jon: What is the object?

● Steve: What is the outcome?

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Who is the Hero?

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Formulaic Structure

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We’re Still Making a Game!

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We’re Still Making a Game!

● Location - Tileset

● Map Chain – Connected Maps

●Map – Level of gameplay

●Quest – Storytelling Element of the Map

●Quest Task – Gameplay Actions

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Connective Tissue

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More Connective Tissue

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Still More Connective Tissue

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Revisiting Formula

• Three Acts = Three Maps (ideal formula)

• “Guardian of the Underworld”

• Four Acts = Four Maps (more difficult)

• “Warriors of the Sky”

• Fun, an ability to explore character

• More Acts = Proceed with Caution

• “Calendar of the Sun”

• “Riddle of the Sphinx”

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How We Did What We Did

● Player and Indiana Jones Are Heroes

● No Shying Away From Formula

● Game System = Story Delivery Mechanism

● Fill Gaps With Connective Tissue

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Collaborative Narrative Design

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In Development

• Zynga desired good narrative pre-Indy

• Used excellent part-time contract writers

• Designers had writing chops, but no time for the big picture

• One Big Chapter for launch

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Still In Development

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The Need for a Staff Writer

• Overseer of the Big Picture

• Consistency Editor of Text

• Champion of Characters and Story

• Record-keeper of Stories

• Builder of Narrative Voice

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Pre-Indy: First Narrative Steps

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Player Choice

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“Be Sure to Drink Your Ovaltine”

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“Be Sure to Drink Your Ovaltine”

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Grab Your Fedora!

• We’re an Indy Game!

• First Story with Indy

– Calendar of the Sun

• IP: Important Voice

– Use Sparingly

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Grab Your Fedora!

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Refining the Story Drive

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The Looming Antagonist

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Riddle of the Sphinx

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Thrilling Conclusion to the Library Incident

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Thrilling Conclusion to the Library Incident

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Big Carrots, Little Carrots

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“We’re Gonna Need A Bigger Boat”

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“I Love It When a Plan Comes Together”

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Collaborative Narrative Design

● Narrative important in the design process

● Collaboration quickly led to experiments

● Limits to our ambition emerged

● Stay on cadence!

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Two Weeks in the Life

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T-minus Two Weeks

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T-minus Two Weeks

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T-minus Two Weeks

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T-minus One Week

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T-minus One Week

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T-minus One Day & Launch

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T-minus One Day & Launch

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T-plus One Day

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Two Weeks in the Life

● T-Minus 2 Weeks: Pitch and Rough Draft

● T-Minus 1 Week: Text, Revise, Package Up

● T-Minus 1 Day: Grammar QA and Approval

● Launch Day: Maybe?

● Can Launch Late, But…

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Final Thoughts

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Final Thoughts

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Final Thoughts

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Final Thoughts

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Final Thoughts

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Questions?

INDIANA JONES and all related characters, names and indicia are trademarks of & © 2012 Lucasfilm Ltd. All rights reserved. Used under license.