Up Course Introduction Course Project Info Syllabus Your Current Grade Extra Credit Ideas 1: History 2: Intro. Char. 3: Robust Char. 4: Exam; Explain 5: Story I; Plot 6: Story II; Docs 7: Tools; Critiques 8: Prototype Game 9: Catagories 10: Episodic 11: Final Project

Conceptual Storytelling

Week 9: Stories by Game Category; Why Fantasy & Science-Fiction?; Parting Thoughts

Our final series of lectures takes a closer look at storytelling in games by Game Category. How come puzzle-games do not naturally lend themselves to rich stories while role-playing games do? And why are most game stories centered around fantasy and science-fiction motifs? We'll also consider how a designer / writer conveys a story through gameplay elements and what player control of a story really means. Finally, there will be some parting thoughts for your esteemed consideration.

The link below is the homework assignment due at the beginning of the next class session.

Homework: Week 9

Highly Recommended Reading for Game Students:

Document: Grim Fandango Design Document

We're fortunate to find a real game design document made public. You will want to look this over to "see how they're done." You don't have to read it, but it is very much worth a look!


Optional Reading:

This is strictly for those who would pursue a career in game design. One of the great gods in the pantheon of our hobby here speaks.

Article: Implementing Stories in Massively Multiplayer Games by Chris Klug

Our very lives are structured in three acts --youth, middle age, and old age -- and we see all the events in our lives as narratives. If the players will create their own drama, why bother trying to tell stories in massively multiplayer games? Why not just make a sandbox and let people play?

Article: Weaving the Threads: Storytelling in City of Heroes by Sean Fish

Telling a story in a massively multiplayer game raises different challenges than those posed by a single player game. Learn how Cryptic Studios looked at things in a different way when it came to creating City Of Heroes.

Book Review: Chris Crawford on Interactive Storytelling reviewed by Brad Kane

Chris Crawford is a very interesting author and speaker, so his book on Interactive Storytelling is one you will want to know more about acquiring for your library if you wish to pursue this avenue of game development further. This review, in and of itself, is enlightening!

Bibliography: General Course References


Lab Game Examined This Week:

This is the game that we played and analyzed in class this week. If you want more information about it, see the links below: 

The box art from Atlas Games' Once Upon a TimeONCE UPON A TIME is published by Atlas Games. This Fairy Tale Storytelling card game gives us a preview of next weeks important lesson on designing character, story, and plot in you game. Here's some information about it:

Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller, and creates a story using the ingredients on her cards. She tries to guide the plot towards her own ending. The other players try to use cards to interrupt her and become the new Storyteller. The winner is the first player to play out all her cards and end with her Happy Ever After card.

This is a game for all ages -- all you need are basic reading skills, a healthy imagination, and friends or family to enjoy playing with.

Contains:

Cards with blank faces are included, so players can add their own ideas to the game, and an expansion kit, Dark Tales, has also been published.

 

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