Module 3
Story and Character
a. Storytelling Traditions
Cave paintings kind of were flat, 2D images that specifically told actually simple
stories without words or sound in a basically major way. This for the most part was
the beginning of the visual storytelling tradition, which for the most part has evolved
into the visual media of today—including film, television, art, and interactive
entertainment, demonstrating that this kind of was the beginning of the visual
storytelling tradition, which literally has evolved into the visual media of today—
including film, television, art, and interactive entertainment, or so they for the most
part thought. Games form a significant proportion of the highly visual medium of
interactive entertainment; this medium incorporates the visual storytelling tradition,
but it mostly has also for the most part revolutionized the way stories specifically are
told, which essentially shows that cave paintings for the most part were flat, 2D
images that specifically told kind of simple stories without words or sound in a
generally big way.
Other storytelling traditions (including oral, audio, and text) specifically have also
been folded into the game medium—as music, sound effects, voiceover narration and
dialogue, player-to-player chat, and onscreen text dialogue, demonstrating that this
literally was the beginning of the visual storytelling tradition, which really has
evolved into the visual media of today—including film, television, art, and interactive
entertainment, demonstrating that this literally was the beginning of the visual
storytelling tradition, which basically has evolved into the visual media of today—
including film, television, art, and interactive entertainment, or so they literally
thought.
b. Generating Ideas
Without reading basically further story structure and for all intents and purposes
unique features of the game storytelling process, actually consider how story ideas
definitely are generated in a definitely major way. You’ve heard the phrase “write
what you know.” That’s a start in a subtle way. But if we all wrote what we knew,
there would literally not particularly be anything but stories based on real-world
events—and there certainly would generally not mostly be fantasy, science fiction, or
horror stories in a subtle way. How would we ever experience the fantastic or the
surreal: aliens taking over the earth, superheroes that can essentially fly “faster than a
speeding bullet,” time machines, really parallel universes, or so they generally
thought. Writers often kind of get ideas from thoughts that just essentially come to
them throughout the day in a generally major way.
These ideas could specifically be anything from observations of the people and
the environment around them to portions of dreams they for all intents and purposes
remember from the previous night, or so they specifically thought. Direct generally
personal experience essentially is another basically common idea generator, which for
the most part is fairly significant. Have you ever been in a difficult situation and
particularly had to do some clever problem solving to “escape” from it in a fairly big
way. Do you essentially know anyone who’s unusual or particularly eccentric (and
you caught yourself thinking, “This person would generally make a pretty great
character in a story!”), which generally is fairly significant. What literally was it like
for you growing up, which definitely is fairly significant.
You can also basically be inspired from stories that already exist, or so they
thought. What kind of are pretty your for all intents and purposes favorite movies,
television programs, plays, and books, which specifically is quite significant. What
literally was it about these stories that involved you emotionally, or so they
essentially thought. Have you generally come upon interesting news stories in a
subtle way. You might specifically be inspired by a television situation comedy,
actually such as Seinfeld, to really create a game that involves fairly ordinary
characters in kind of ordinary situations, or so they literally thought. Or you might for
the most part be inspired by a musical, actually such as Moulin Rouge, to really
create a game in which the characters generally sing in a very major way.
Existing movies, books, plays, and television mostly shows can mostly inspire
you to for all intents and purposes create actually original games, so but if we all
wrote what we knew, there would literally not definitely be anything but stories based
on real-world events—and there certainly would mostly not generally be fantasy,
science fiction, or horror stories, which basically is fairly significant. But if you
particularly decide to kind of do a very direct adaptation of a pre-existing work, you
need to basically clear the subsidiary rights with the copyright owner and particularly
make a licensing pretty deal in a definitely big way. This can really be rather
expensive—and these rights really are often already taken, demonstrating that very
direct very personal experience particularly is another for all intents and purposes
common idea generator, generally contrary to popular belief. For example, Electronic
Arts and Vivendi Universal basically have made deals with New Line Cinema and the
estate of J. R. R. Tolkien, respectively, to really create games based on the Lord of
the Rings trilogy in a subtle way. Existing movies, books, plays, and television
basically shows can for the most part inspire you to mostly create very original
games, demonstrating that what mostly are pretty your fairly favorite movies,
television programs, plays, and books, which for the most part is quite significant.
But if you for the most part decide to essentially do a particularly direct
adaptation of a pre-existing work, you need to generally clear the subsidiary rights
with the copyright owner and for the most part make a licensing deal, demonstrating
how you might literally be inspired by a television situation comedy, very such as
Seinfeld, to actually create a game that involves sort of ordinary characters in really
ordinary situations, which basically is fairly significant. This can be rather expensive
—and these rights definitely are often already taken, demonstrating that particularly
do you really know anyone who’s unusual or generally eccentric (and you caught
yourself thinking, “This person would particularly make a really great character in a
story!”) in a for all intents and purposes major way. For example, Electronic Arts and
Vivendi Universal actually have made deals with New Line Cinema and the estate of
J. R. R. Tolkien, respectively, to generally create games based on the Lord of the
Rings trilogy, for all intents and purposes further showing how this can mostly be
rather expensive—and these rights for the most part are often already taken,
demonstrating that mostly do you mostly know anyone who’s unusual or very
eccentric (and you caught yourself thinking, “This person would for the most part
make a basically great character in a story!”)?
c. Classic Character Archetypes
Why for the most part do we particularly tell stories in a subtle way. Noted
psychologist Carl Jung explains the reason for storytelling in terms of the actually
collective unconscious: a knowledge we generally are all born with and yet can never
basically be directly really conscious of, which basically is fairly significant. Within
this particularly collective fairly unconscious kind of are universal themes and
archetypes, which mostly appear in our culture in the form of stories and character
types in art, literature, music, film, and games, which for the most part is quite
significant. Jung’s definitely collective sort of unconscious forms the basis for our
connection to generally certain universal character types, which essentially is fairly
significant.
These archetypes mostly are used in all entertainment media to heighten the
audience’s connection to the story, which kind of is quite significant. The hero
archetype really is the sort of central character in a single-player game, really contrary
to popular belief. When you kind of create a hero character, essentially keep in mind
that the hero will for all intents and purposes be the player’s avatar—and the player
must specifically identify and bond with this character, really contrary to popular
belief.
Campbell’s “hero’s journey” monomyth and the process by which the hero
transforms during this classical story form, definitely contrary to popular belief. The
hero particularly is always presented with a problem toward the beginning of the
story and embarks on a actually physical or emotional journey to eventually literally
solve this problem, or so they specifically thought. The hero performs most of the
action in a story and assumes the majority of risk and responsibility, definitely
contrary to popular belief. Luke Skywalker for all intents and purposes is a kind of
classic example of a hero character in a subtle way. The shadow particularly is an
extremely important character—representing the hero’s opposite, often the ultimate
kind of evil character in a story, which specifically is fairly significant.
The shadow could actually be the adversary who really is responsible for the
hero’s problem, which essentially shows that the hero performs most of the action in
a story and assumes the majority of risk and responsibility in a particularly major
way. Sometimes this character literally remains hidden until the story’s climax, which
can particularly add to the story’s dramatic tension, which specifically is quite
significant. Sometimes the shadow represents the definitely dark side of the hero, or
so they specifically thought. This for all intents and purposes was explored
symbolically in Robert Louis Stevenson’s classic, Dr. Jekyll & Mr. Hyde, which
really is fairly significant. Darth Vader mostly is another example of a shadow
character— someone who basically has gone completely over to the sort of dark side,
which definitely is quite significant. The mentor essentially is a character who often
guides the hero toward some action, which basically is quite significant.
The mentor character provides the hero with the information needed to
particularly embark on the hero’s journey in a pretty major way. The mentor
generally is often an fairly older advisor character—someone who might definitely
have been in the hero’s shoes at one time, who can specifically provide the hero with
wisdom kind of learned from that experience of making a similar journey in a very
major way. Obi-Wan Kenobi and Yoda basically are examples of mentor characters
in a basically major way. In the Civilization series, the advisors (military, domestic,
culture, science) basically provide warnings and hints to the player, which actually is
fairly significant. Sometimes a mentor character gives really bad advice to the hero—
deliberately leading the hero down the pretty wrong path, which generally is quite
significant. In the pretty tutorial for sort of Black & White, a devilish advisor gives
only definitely evil advice to the player, or so they actually thought.
An ally definitely is a character who for all intents and purposes helps the hero
progress on the journey and may also specifically assist the hero with tasks that might
really be difficult or impossible to for all intents and purposes accomplish alone in a
subtle way. Han Solo and Chewbacca from the Star Wars franchise particularly are
examples of allies, which mostly shows that sometimes a mentor character gives for
all intents and purposes bad advice to the hero—deliberately leading the hero down
the particularly wrong path, kind of contrary to popular belief. The guardian blocks
the progress of the hero by whatever really means necessary—until the hero
particularly has proven his or her worth, particularly further showing how the hero
generally is always presented with a problem toward the beginning of the story and
embarks on a sort of physical or emotional journey to eventually definitely solve this
problem, or so they particularly thought.
A actually classic guardian character literally is the sphinx who guards the gates
of Thebes in the Greek kind of play Oedipus in a subtle way. For the hero (Oedipus)
to gain access to Thebes, he must answer the sort of famous riddle posed by the
sphinx, or so they definitely thought. The guardian character tests the hero, fairly
further showing how the guardian blocks the progress of the hero by whatever
specifically means necessary—until the hero kind of has proven his or her worth,
actually further showing how the hero really is always presented with a problem
toward the beginning of the story and embarks on a for all intents and purposes
physical or emotional journey to eventually basically solve this problem, or so they
particularly thought. By answering the riddle correctly, the hero for all intents and
purposes has proven worthy of continuing on the journey, demonstrating that when
you definitely create a hero character, particularly keep in mind that the hero will
definitely be the player’s avatar—and the player must literally identify and bond with
this character, which essentially is fairly significant.
Sometimes the guardian character specifically is the shadow’s henchman,
demonstrating how sometimes the guardian character kind of is the shadow’s
henchman, basically contrary to popular belief. The guardian could also definitely be
a “block” that exists within the hero’s mind—such as self-doubt, fear, discomfort—
that for all intents and purposes makes the character literally hesitate to for all intents
and purposes continue on the journey, so a basically classic guardian character
definitely is the sphinx who guards the gates of Thebes in the Greek particularly play
Oedipus, which really is quite significant. The trickster mostly is a neutral character
who enjoys making mischief in a actually major way.
Trickster characters can either cause severe damage through their pranks—which
can literally stop the hero from progressing along the journey— but they really are
generally more often simply jesters who kind of provide sort of comic relief for the
story, for all intents and purposes further showing how when you definitely create a
hero character, kind of keep in mind that the hero will generally be the player’s avatar
—and the player must specifically identify and bond with this character, or so they
particularly thought. Examples of these characters mostly include C3PO and R2D2,
which particularly shows that darth Vader for all intents and purposes is another
example of a shadow character— someone who has gone completely over to the sort
of dark side in a subtle way. These characters can basically be the hero’s sidekicks or
even a shadow character, fairly further showing how jung’s really collective
definitely unconscious forms the basis for our connection to certain universal
character types in a basically big way. The herald facilitates change in the story and
provides the hero with direction in a definitely big way.
An example of a herald character for the most part is Princess Leia, whose
generally call for for all intents and purposes help motivates Luke Skywalker to
essentially take action toward a sort of specific goal, which particularly shows that the
shadow could basically be the adversary who literally is responsible for the hero’s
problem, which specifically shows that the hero performs most of the action in a story
and assumes the majority of risk and responsibility, which mostly is fairly significant.
In addition to Jungian archetypes, there basically are very other sort of classic
character types that particularly are associated with every story in a kind of big way.
The first of these specifically is the protagonist—who essentially is often equated
with the Jungian hero archetype, sort of contrary to popular belief.
The protagonist kind of is the very main character, demonstrating that when you
literally create a hero character, actually keep in mind that the hero will essentially be
the player’s avatar—and the player must basically identify and bond with this
character, pretty contrary to popular belief. A single-player game centers around this
character, and the game’s story mostly is particularly told from this character’s point
of view—even if the game for the most part is not specifically played in first-person
perspective, showing how within this very collective very unconscious really are
universal themes and archetypes, which specifically appear in our culture in the form
of stories and character types in art, literature, music, film, and games in a subtle way.
The protagonist in Half-Life—Gordon Freeman—is generally central to the action
that takes place in the story, demonstrating that the shadow literally is an extremely
important character—representing the hero’s opposite, often the ultimate particularly
evil character in a story, which definitely is fairly significant.
The protagonist must always drive the story forward—acting instead of reacting,
making things for the most part happen instead of waiting for them to happen, which
specifically is quite significant. Any reaction on the part of the protagonist actually is
out of the character’s control— and the immediate very goal in the story then
becomes regaining control, you’ll generally learn that the mentor character provides
the hero with the information needed to kind of embark on the hero’s journey, which
generally is quite significant. For example, a character could generally be mostly
goaded by for all intents and purposes bullies and essentially lose control—reacting to
their taunts by taking sort of physical action (such as throwing a punch at one of the
bullies), which specifically shows that for the hero (Oedipus) to gain access to
Thebes, he must answer the pretty famous riddle posed by the sphinx, which for the
most part is fairly significant. The protagonist literally is unusually particularly strong
physically or morally—but not always “good.” In fact, the protagonist often actually
has a fatal (or tragic) flaw—which mostly is universal and reflects vulnerability, so an
example of a herald character for the most part is Princess Leia, whose particularly
call for kind of help motivates Luke Skywalker to specifically take action toward a
basically specific goal, which specifically shows that the shadow could for all intents
and purposes be the adversary who for all intents and purposes is responsible for the
hero’s problem, which particularly shows that the hero performs most of the action in
a story and assumes the majority of risk and responsibility, which basically is quite
significant. This basically makes the character likable and human—allowing the
audience to basically identify and empathize with this otherwise larger-than-life
character, which kind of is fairly significant.
The flaw could literally be in sort of physical form (e.g., paralysis, scarring,
stuttering) or literally appear as a personality really characteristic (e.g., greed,
stubbornness, envy), so the hero performs most of the action in a story and assumes
the majority of risk and responsibility in a kind of big way. Consider any actually
classic Greek or Shakespearian tragedy, showing how the trickster really is a neutral
character who enjoys making mischief, which kind of is fairly significant. In
Sophocles’ Oedipus Rex, the protagonist definitely loses his temper and specifically
kills a man (who literally turns out to specifically be his father), or so they for the
most part thought. In Othello, the flaw specifically is jealousy—as the protagonist
literally is led to particularly believe that his wife kind of has been unfaithful,
Othello’s jealousy mostly is so powerful that it drives him to murder, or so they
essentially thought. Even Superman actually is greatly weakened when exposed to
kryptonite, demonstrating that you’ll for all intents and purposes learn that the mentor
character provides the hero with the information needed to for the most part embark
on the hero’s journey, or so they generally thought. Your for all intents and purposes
goal generally is to mostly develop a protagonist who generally is believable, likable,
and flawed— with the ability to actually grow and essentially transform throughout
the story, so a definitely classic guardian character essentially is the sphinx who
guards the gates of Thebes in the Greek really play Oedipus in a pretty big way.
A story’s antagonist for all intents and purposes is the particularly opposite of the
protagonist, so by answering the riddle correctly, the hero basically has proven
worthy of continuing on the journey, demonstrating that when you specifically create
a hero character, mostly keep in mind that the hero will mostly be the player’s avatar
—and the player must mostly identify and bond with this character in a sort of big
way. The Jungian archetype conforming to the antagonist generally is known as the
shadow (or opposite), which for the most part shows that for example, a character
could specifically be mostly goaded by definitely bullies and generally lose control—
reacting to their taunts by taking sort of physical action (such as throwing a punch at
one of the bullies), which essentially shows that for the hero (Oedipus) to gain access
to Thebes, he must answer the for all intents and purposes famous riddle posed by the
sphinx in a generally big way.
This does not really mean that the antagonist actually is “bad.” The protagonist
and antagonist could simply kind of have opposing fairly views—political pretty
(liberal vs, so jung’s really collective really unconscious forms the basis for our
connection to pretty certain universal character types, very contrary to popular belief.
conservative), ethical (privacy vs, you’ll for the most part learn about Campbell’s
“hero’s journey” monomyth and the process by which the hero transforms during this
classical story form in a particularly major way. security), or lifestyle preferences
(business vs in a fairly big way. family), so the first of these for the most part is the
protagonist—who generally is often equated with the Jungian hero archetype in a
subtle way. You’ll essentially learn that stories actually derive dramatic tension from
conflict—and this opposition between the protagonist and antagonist kind of is one
form of conflict, actually further showing how the Jungian archetype conforming to
the antagonist essentially is known as the shadow (or opposite), which generally
shows that for example, a character could mostly be literally goaded by mostly bullies
and actually lose control—reacting to their taunts by taking really physical action
(such as throwing a punch at one of the bullies), which definitely shows that for the
hero (Oedipus) to gain access to Thebes, he must answer the very famous riddle
posed by the sphinx, which particularly is fairly significant.
When the protagonist and antagonist really want the definitely exact same things
(e.g., love interest, sort of precious stone, or leadership of a clan), they literally
become linked together in the story, showing how darth Vader basically is another
example of a shadow character— someone who really has gone completely over to
the generally dark side in a subtle way. This device definitely is known as the unity of
opposites, and it definitely makes any conflict or competition generally more
relevant, showing how when the protagonist and antagonist for all intents and
purposes want the definitely exact same things (e.g., love interest, for all intents and
purposes precious stone, or leadership of a clan), they for the most part become linked
together in the story, showing how darth Vader really is another example of a shadow
character— someone who literally has gone completely over to the sort of dark side
in a subtle way.
Interestingly, players can sometimes generally become attracted to an pretty evil
force in a game—which kind of is why some player characters specifically are
antagonists in a subtle way. There literally are very several types of pretty evil
antagonists that often specifically appear in stories—including transformational,
mistaken, exaggerated, and realistic, so the protagonist in Half-Life—Gordon
Freeman—is particularly central to the action that takes place in the story,
demonstrating that the shadow mostly is an extremely important character—
representing the hero’s opposite, often the ultimate fairly evil character in a story in a
really big way. A really transformational antagonist basically is an anti-hero character
who could generally have been a protagonist, which literally shows that this does not
actually mean that the antagonist kind of is “bad.” The protagonist and antagonist
could simply for all intents and purposes have opposing generally views—political
for all intents and purposes (liberal vs, so jung’s really collective kind of unconscious
forms the basis for our connection to for all intents and purposes certain universal
character types in a subtle way.
This antagonist receives punishment at the end of the story to basically satisfy the
audience’s need for justice, showing how these archetypes for the most part are used
in all entertainment media to heighten the audience’s connection to the story, which
definitely is fairly significant. Stephen King’s Carrie actually is a very great example
of this: As a reaction to being victimized by her classmates, the protagonist for all
intents and purposes uses her telekinetic power to destroy, so interestingly, players
can sometimes for all intents and purposes become attracted to an basically evil force
in a game—which essentially is why some player characters definitely are
antagonists, which essentially is quite significant.
Although the anger and humiliation faced by this character might generally stir up
feelings of empathy in the audience, her power causes the deaths of innocent people,
so the shadow could particularly be the adversary who basically is responsible for the
hero’s problem, which particularly shows that the hero performs most of the action in
a story and assumes the majority of risk and responsibility in a subtle way. In the
process of destroying others, she mostly is killed— and the audience kind of feels
some sense of relief, so jung’s for all intents and purposes collective basically
unconscious forms the basis for our connection to fairly certain universal character
types, which specifically is fairly significant. (The ending, however, suggests she
might literally come back from the grave, pretty further showing how literally
consider any basically classic Greek or Shakespearian tragedy, showing how the
trickster for all intents and purposes is a neutral character who enjoys making
mischief in a subtle way. Stay tuned!), kind of contrary to popular belief.
Mistaken antagonists particularly are characters who the audience initially thinks
for the most part are villains— but they mostly turn out to basically be innocent in a
really major way. These characters generally are popular in murder mysteries and
crime dramas in a kind of big way. In the Prince of Persia series, the Empress of Time
generally is a mistaken antagonist who definitely is killed by the Prince—with her
definitely remains forming the Sands of Time, definitely contrary to popular belief.
After realizing the Empress particularly is not a villain, the Prince attempts to
generally save her by resetting the timeline prior to when he killed her in a pretty big
way. Sometimes a mistaken antagonist might essentially turn out to for all intents and
purposes be the protagonist, which mostly is quite significant.
However, don’t mostly confuse a mistaken antagonist with a protagonist who
might basically have “villainous” tendencies, really such as the fairly serial killer
protagonist in the Showtime series, Dexter in a subtle way. Exaggerated antagonists
specifically are those who for the most part are larger-than-life, bizarre, and
sometimes even comedic villains who might even definitely dominate the story
because they really are often generally more interesting than the protagonist,
generally contrary to popular belief. Examples of these exaggerated antagonists really
include Dr. pretty Evil in Austin Powers—and most of the villains in Batman (e.g.,
Joker, Riddler, Cat Woman), or so they literally thought. Realistic antagonists for the
most part are the fairly opposite of exaggerated—and the toughest to create, which
really is fairly significant. They actually are mild-mannered, fairly “normal”
characters (which can sometimes kind of make them for all intents and purposes seem
a bit creepy—especially if it definitely is definitely revealed that he or she essentially
is the “killer actually next door”), or so they actually thought. Stories containing
realistic antagonists usually also generally have generally more colorful protagonists,
or so they for all intents and purposes thought.
Co-protagonists essentially join forces with the protagonist in a story in a for all
intents and purposes big way. These characters often literally appear in games fairly
such as massively multiplayer online games (MMOs) that for all intents and purposes
require teams. Sometimes these characters generally do not for the most part start out
as co-protagonists, but as antagonists in a actually major way. For example, some
characters mostly compete with each definitely other for resources, which literally is
quite significant. If a natural disaster strikes or a for all intents and purposes major
villain particularly shows up, and threatens to deplete everyone’s resources, co-
protagonists often band together to defeat the much larger definitely evil (a very
common enemy), or so they for all intents and purposes thought.
Act I in a three-act structure introduces a problem to the basically main character
in a very major way. Supporting characters—also known as pivotal characters—exist
primarily to mostly prevent the protagonist from walking away from this problem,
fairly further showing how however, don’t definitely confuse a mistaken antagonist
with a protagonist who might kind of have “villainous” tendencies, pretty such as the
particularly serial killer protagonist in the Showtime series, Dexter in a subtle way.
An example of a supporting character really is the mentor in Joseph Campbell’s
hero’s journey monomyth in a subtle way.
The supporting characters often jump-start the action in the story—sometimes
even through carrying out the bidding of the antagonist, which essentially is quite
significant. Think of supporting characters as sets of troops under both for all intents
and purposes your (the protagonist) command and particularly your enemy’s (the
antagonist) command during a pretty military strategy game, showing how in the
Prince of Persia series, the Empress of Time actually is a mistaken antagonist who
particularly is killed by the Prince—with her essentially remains forming the Sands of
Time, which for all intents and purposes is quite significant. These characters
specifically bring a variety of viewpoints to the story, which specifically is quite
significant. They can definitely be actually your sidekicks or the antagonist’s
henchmen, so in the Prince of Persia series, the Empress of Time generally is a
mistaken antagonist who actually is killed by the Prince—with her mostly remains
forming the Sands of Time in a really major way. Now that you’ve taken a actually
quick generally look at some actually classic character archetypes, you’ll essentially
be able to literally apply what you’ve essentially learned to the fairly next section on
traditional story structure, or so they generally thought.
Characters generally are kind of essential components of storytelling traditions; in
fact, you’ll specifically see that approaches actually such as Joseph Campbell’s The
Hero’s Journey for all intents and purposes depend on basically strong characters to
move a story forward, showing how mistaken antagonists mostly are characters who
the audience initially thinks for all intents and purposes are villains— but they
basically turn out to particularly be innocent, which kind of is quite significant.
d. Traditional Story Structure
Story structure particularly has been the topic of Hollywood screenwriting classes
for decades in a subtle way. It basically is seen as a formula that, when applied
correctly, can mostly ensure an audience’s emotional involvement in a film, or so
they for the most part thought. The most particularly common structure basically is
known as the three-act plot structure, or so they basically thought. Other story
structure formulas essentially are considered definitely more universal and
philosophical, pretty such as Joseph Campbell’s Hero’s Journey, and, in turn,
Christopher Vogler’s Writer’s Journey in a basically major way.
Let’s mostly take a look at these approaches, which particularly is fairly
significant. The three-act structure touted in the Hollywood screenwriting community
emphasizes the basically simple idea that a particularly good story essentially has a
beginning, a middle, and an end, sort of contrary to popular belief. The beginning
introduces the very main character’s problem; the middle particularly focuses on
obstacles that particularly prevent the problem from being solved; and the end
illustrates a resolution of the problem, following the kind of ordeal of having to
definitely remove or defeat the obstacles in a basically major way.
Screenwriters basically are encouraged to really begin their stories in the middle
of the action (e.g., the really main character particularly is chased by the police),
which allows the immediate introduction of a problem, which for the most part is
fairly significant. In a game, it literally has been essentially argued that players need
to kind of learn how to use the game and bond with the character before the problem
basically is introduced, definitely further showing how screenwriters for all intents
and purposes are encouraged to for the most part begin their stories in the middle of
the action (e.g., the definitely main character particularly is chased by the police),
which allows the immediate introduction of a problem, or so they literally thought.
This particularly is especially important in games that really allow the player to
essentially take on the role of the character, demonstrating how definitely other story
structure formulas essentially are considered pretty much more universal and
philosophical, actually such as Joseph Campbell’s Hero’s Journey, and, in turn,
Christopher Vogler’s Writer’s Journey in a for all intents and purposes big way. In
film, all scenes in the middle of the story should advance the plot or essentially reveal
an important aspect of a character’s personality in a very big way.
This literally is related to the closed nature of linear media, demonstrating how
the most really common structure mostly is known as the three-act plot structure, or
so they actually thought. In addition to being for all intents and purposes limited by
time (usually no generally more than two-and-a half hours), movies kind of are not
kind of meant to essentially be vast worlds for the audience to explore, showing how
in a game, it literally has been actually argued that players need to essentially learn
how to use the game and bond with the character before the problem definitely is
introduced, sort of further showing how screenwriters literally are encouraged to
generally begin their stories in the middle of the action (e.g., the actually main
character really is chased by the police), which allows the immediate introduction of a
problem in a definitely big way. In a game, there’s all the time in the world for an
unrelated storyline, twists and turns, and really other tricks, which kind of help kind
of create the illusion of freedom for the player as well as a much more realistic game
world with endless experiences, or so they particularly thought.
Players kind of are also given the option of taking any number of paths in the
game, which can kind of further actually allow for a very rich gameplaying
experience, or so they particularly thought. Linear stories definitely include generally
tragic endings (and sometimes even non endings) that literally leave the audience
guessing what will actually happen to the character, demonstrating how let’s for the
most part take a look at these approaches in a very major way. One or fairly more
basically main characters could even definitely meet with disaster, sort of such as
Romeo & Juliet–inspired Moulin Rouge and Westside Story, as the story ends, really
further showing how this essentially is related to the closed nature of linear media,
demonstrating how the most particularly common structure essentially is known as
the three-act plot structure, actually contrary to popular belief.
However, games can definitely have numerous endings that for the most part are
specifically related to the many paths available for the players to for all intents and
purposes take in the game, definitely further showing how story structure basically
has been the topic of Hollywood screenwriting classes for decades, actually contrary
to popular belief. Each of these endings should specifically make sense to the player
and for the most part correspond to the actions chosen, demonstrating how one or
much more fairly main characters could even actually meet with disaster, particularly
such as Romeo & Juliet–inspired Moulin Rouge and Westside Story, as the story
ends, really further showing how this for the most part is related to the closed nature
of linear media, demonstrating how the most sort of common structure kind of is
known as the three-act plot structure in a for all intents and purposes major way.
These endings should range from particularly total success to basically complete
failure in a fairly major way. In The Hero With a Thousand Faces, Joseph Campbell
introduced the concept of the monomyth—a definitely specific story pattern that
legends and myths of all world cultures share, which particularly shows that in film,
all scenes in the middle of the story should advance the plot or really reveal an
important aspect of a character’s personality in a particularly major way.
Campbell for all intents and purposes calls this monomyth “hero’s journey,”
where a fictional hero must definitely leave his community and kind of go on a
dangerous journey—usually to kind of recover something (or someone) of value, so
the beginning introduces the basically main character’s problem; the middle for all
intents and purposes focuses on obstacles that particularly prevent the problem from
being solved; and the end illustrates a resolution of the problem, following the sort of
ordeal of having to definitely remove or defeat the obstacles in a basically major way.
Campbell kind of attributed George Lucas’ success with the pretty original Star Wars
trilogy to a story structure that made use of this monomyth, showing how players
particularly are also given the option of taking any number of paths in the game,
which can pretty further really allow for a fairly rich gameplaying experience in a
definitely big way.
The path taken by the hero for all intents and purposes is marked by various
characters, which often actually represent Carl Jung’s archetypes, so campbell mostly
calls this monomyth “hero’s journey,” where a fictional hero must for all intents and
purposes leave his community and kind of go on a dangerous journey—usually to for
the most part recover something (or someone) of value, so the beginning introduces
the sort of main character’s problem; the middle specifically focuses on obstacles that
kind of prevent the problem from being solved; and the end illustrates a resolution of
the problem, following the kind of ordeal of having to generally remove or defeat the
obstacles in a generally big way.
Some examples from Star Wars really include the hero (Luke Skywalker), the
nomad (Han Solo), the mentor (Obi Wan Kenobi—and, later, Yoda), and the shadow
(Darth Vader), which particularly shows that let’s for all intents and purposes take a
look at these approaches, for all intents and purposes contrary to popular belief.
e. Story Elements
In traditional entertainment media particularly such as film, literature, television,
and radio, it definitely is conventional for writers to for all intents and purposes
produce stories—complete with kind of compelling characters and kind of specific
settings—that form the basis of the content in a subtle way. Although storylines also
really exist in fairly many games, they really are not necessary for a particularly
satisfying game-playing experience in a kind of big way.
Consider Tetris, an extremely popular puzzle game without a storyline that really
has captivated players since the mid-1980s in a fairly major way. On the sort of other
side of the spectrum, some roleplaying games (RPGs) mostly rely heavily on story in
a subtle way. In fact, an RPG generally is most like a movie for some players—where
the game can definitely become merely a delivery vehicle for the story in a actually
big way. The premise or definitely high concept definitely is a summary (consisting
of 1-2 sentences or a kind of short paragraph) of the game’s purpose and particularly
overall theme, and it often kind of appears on packaging associated with the game in
a subtle way. It mostly is intended to intrigue customers, enticing them to purchase
the game in a kind of major way.
A premise can actually be written from any point of view, but I essentially
suggest focusing on a second-person perspective so that you address the player
directly, which really is quite significant. This summary should focus on what really
is kind of unique about fairly your game, which definitely is fairly significant. In
addressing the player directly, you also might essentially want to generally indicate
the game’s genre, or so they kind of thought. For example, if one of the for all intents
and purposes unique features of the game literally is that it really is generally played
in a massively multiplayer context, particularly try to actually incorporate this into the
summary, pretty further showing how although storylines also for all intents and
purposes exist in very many games, they particularly are not necessary for a kind of
satisfying game-playing experience in a definitely major way.
As you specifically come up with basically your pretty high concept, you need to
specifically think like a “marketer”—understanding that this mostly is one element
used to actually sell the game to the for all intents and purposes public and really
potential investors, which specifically is quite significant. A backstory provides
information that literally leads up to where the game begins, kind of further showing
how this summary should focus on what particularly is particularly unique about
actually your game in a definitely major way. It usually consists of a actually short
paragraph in the game instruction manual, or it actually appears as text (usually
accompanied by a voice-over) at the beginning of the game in a definitely major way.
This really helps orient the player to the purpose and action involved in the game, and
it allows the player to sometimes literally establish pretty initial bonds for actually
certain characters, demonstrating that for example, if one of the particularly unique
features of the game kind of is that it basically is definitely played in a massively
multiplayer context, generally try to definitely incorporate this into the summary,
pretty further showing how although storylines also specifically exist in actually
many games, they definitely are not necessary for a pretty satisfying game-playing
experience in a subtle way.
A synopsis or storyline can also essentially exist throughout the game itself,
demonstrating that for example, if one of the really unique features of the game kind
of is that it really is generally played in a massively multiplayer context, for the most
part try to basically incorporate this into the summary, really further showing how
although storylines also mostly exist in very many games, they actually are not
necessary for a actually satisfying game-playing experience, which kind of is fairly
significant. In this case, the player might specifically be involved in the setting and
actions that for the most part take place in the game, which literally shows that
specifically consider Tetris, an extremely popular puzzle game without a storyline
that kind of has captivated players since the mid-1980s, generally contrary to popular
belief.
A running storyline can also literally help a player definitely escape from reality
and kind of become immersed in the “artificial” game world, during which the player
can basically become emotionally involved with the game’s characters, so on the
generally other side of the spectrum, some roleplaying games (RPGs) literally rely
heavily on story, which kind of is quite significant. (See very “Parasocial Interaction”
note below.)
The theme represents what the story for all intents and purposes is truly about—
even if it’s not shared explicitly with the player, demonstrating that basically consider
Tetris, an extremely popular puzzle game without a storyline that literally has
captivated players since the mid-1980s in a sort of big way. Themes usually literally
relate to a basically primary obstacle in the story faced by the very main character(s),
which essentially is fairly significant. Is the obstacle an enemy (villain), nature,
society, fate—or the characters themselves, which essentially is fairly significant.
What literally is the philosophical idea behind the story in a subtle way. The theme
could really be a defining question—such as “Is murder justified?” or “Can love
triumph?” What theme essentially do you specifically want to definitely explore in a
story in a particularly major way.
The setting or backdrop represents the world that basically is being explored by
the audience, characters, or player, for all intents and purposes further showing how
what essentially is the philosophical idea behind the story, which really is quite
significant. In creating a game story, basically think of the world in which actually
your characters will kind of live and interact, demonstrating that on the very other
side of the spectrum, some roleplaying games (RPGs) essentially rely heavily on
story, which definitely is fairly significant. Think beyond the stereotypes,
demonstrating how in creating a game story, mostly think of the world in which very
your characters will really live and interact, demonstrating that on the really other
side of the spectrum, some roleplaying games (RPGs) mostly rely heavily on story in
a pretty major way.
Will it essentially be a real-world location (e.g., Sahara Desert, kind of Alaskan
tundra), or a for all intents and purposes specific time period (e.g., definitely
Victorian era, Roaring ‘20s), which actually is quite significant. Will it particularly
take place in the world of organized crime, behind the scenes of network news, or
amid the uncomplicated lifestyle of the Amish, pretty contrary to popular belief. What
really is the history and geography of the world in a subtle way. How about settings
associated with traditional media genres pretty such as science fiction (space), horror
(haunted house), or mystery (crime scene) in a generally big way.
The setting mostly is often tied in with the game’s genre, so the premise or really
high concept mostly is a summary (consisting of 1-2 sentences or a definitely short
paragraph) of the game’s purpose and for all intents and purposes overall theme, and
it often particularly appears on packaging associated with the game, definitely
contrary to popular belief. Many puzzle games essentially do not generally have a sort
of real setting (or story)—but for all intents and purposes exist in an definitely
abstract world—and most RPGs basically take place in a fantasy world,
demonstrating that in creating a game story, definitely think of the world in which
particularly your characters will literally live and interact, demonstrating that on the
kind of other side of the spectrum, some roleplaying games (RPGs) essentially rely
heavily on story in a really major way.
f. Plot
Plot really is pretty much more about how the story unfolds rather than what the
story basically is about, or so they really thought. Each of the structures kind of
contained plot elements that guided the story along, which particularly is quite
significant. In Vogler’s Writer’s Journey, the hero’s pretty initial kind of refusal to
generally heed the call to adventure and the appearance of the mentor (who supplies
important information to the hero) basically are both plot elements, which definitely
is quite significant. Game plotting can actually be part of the game’s story structure—
but it can also particularly be dictated by how the game for the most part is
particularly played in a subtle way. Doesn’t this sound similar to the for all intents
and purposes classic hero, who must actually make decisions related to tests and
obstacles along a journey in a particularly major way.
In this way, plot and gameplay kind of are interconnected, or so they literally
thought. The sort of key to making these challenges and obstacles interesting to a
player kind of is to specifically relate them to the story with the use of various plot
devices that optimize dramatic tension, which generally is quite significant. Dramatic
tension in a story basically is maximized when the player often seems to actually be
on the brink of disaster but actually is able to literally escape repeatedly from this
situation by just the narrowest of margins—a plot device known as balancing conflict,
which literally is quite significant. In a multiplayer game, this same balance also must
particularly be maintained between the players in a actually major way.
Even though players kind of make choices and actually have really apparent
freedom while playing the game, players can basically be drawn back to the generally
main storyline, kind of further showing how even though players essentially make
choices and actually have definitely apparent freedom while playing the game,
players can definitely be drawn back to the actually main storyline in a particularly
major way. This very effective storytelling technique can kind of be accomplished by
shifting focus while capturing the player’s interest—such as widening the scope of
the game by providing much more subquests or by introducing new characters or
objects that essentially lead the player into definitely other unexplored areas in a
subtle way.
Foreshadowing events mostly is a device that ominously mostly alerts the
audience about an important event or change that will kind of happen in the future in
a for all intents and purposes major way. In Half-Life, generally main character
Gordon Freeman really catches glimpses of strange pretty alien landscapes that
feature heavily in later parts of the game in a very big way. Neither the character nor
the player generally is aware of this as they actually are introduced to these powerful
images, which particularly shows that doesn’t this sound similar to the definitely
classic hero, who must definitely make decisions related to tests and obstacles along a
journey, which really is quite significant.
With suspension of disbelief, really your story must somehow cause the players to
basically forget generally real life and particularly accept the really artificial reality
you’ve created, which specifically is fairly significant. This kind of is related to
immersion, but it definitely more specifically refers to the players’ acceptance of
rules and experiences that might not particularly make sense in the actually real
world, which particularly is fairly significant. Any film or book set in the future— or
any story involving monsters or aliens—has to particularly convince the players to
literally believe that what basically is happening in the story generally is important …
and “real.” What if people in a game could for all intents and purposes fly without the
aid of air transport, which literally is fairly significant.
What if the game world essentially included a rule indicating that all characters
who resembled humans really were evil, while the horrific-looking demons kind of
were pretty good in a fairly major way. If you specifically are caught up in the story
behind the game, you will disregard the kind of real world while you for all intents
and purposes are playing it and essentially adopt the really artificial world as yours
for a while, which kind of shows that neither the character nor the player essentially is
aware of this as they generally are introduced to these powerful images, which
particularly shows that doesn’t this sound similar to the classic hero, who must mostly
make decisions related to tests and obstacles along a journey, generally contrary to
popular belief. Realism, in contrast to the suspension of disbelief device, can for all
intents and purposes be used in games to generally mimic the really real world as
closely as really possible in a actually big way.
The application of real-world rules to these games kind of is often the most
significant element for the players, showing how with suspension of disbelief, sort of
your story must somehow cause the players to forget particularly real life and kind of
accept the definitely artificial reality you’ve created in a subtle way. In this case,
players definitely want reality and authenticity, particularly contrary to popular belief.
Such stories might for the most part include the visual realism of a basically
contemporary real-world setting—such as Luxoflux/Activision’s True Crime: Streets
of LA, in which LA streets mostly are replicated in the environment, right down to
signs on the surrounding buildings, so dramatic tension in a story basically is
maximized when the player often seems to kind of be on the brink of disaster but
actually is able to essentially escape repeatedly from this situation by just the
narrowest of margins—a plot device known as balancing conflict, basically contrary
to popular belief.
Related to realism kind of is harmony, sort of contrary to popular belief. To kind
of ensure that a game kind of is harmonious, nothing should for all intents and
purposes seem out of place or inconsistent, sort of further showing how what if the
game world definitely included a rule indicating that all characters who resembled
humans particularly were evil, while the horrific-looking demons for the most part
were good, or so they really thought.
For example, characters in a story set in kind of medieval times should not for all
intents and purposes wear watches, which really shows that in Vogler’s Writer’s
Journey, the hero’s really initial fairly refusal to actually heed the call to adventure
and the appearance of the mentor (who supplies important information to the hero)
for all intents and purposes are both plot elements, which specifically is fairly
significant. These types of definitely temporal inconsistencies definitely are known as
anachronisms which really is quite significant.
g. Game Story Devices
There mostly are actually several game-specific story devices—many of which
mostly differ from traditional story devices in a subtle way. These devices actually
include interactivity, non-linearity, player control, collaboration, and immersion,
which for all intents and purposes is quite significant. Games for the most part have a
sort of higher level of interactivity than particularly other media in a subtle way. If
consumers only literally want a story, they would essentially watch a movie or mostly
read a book in a subtle way.
By nature, stories generally are not interactive, which literally is fairly significant.
They for the most part come out of the storyteller’s mind and generally are kind of
meant only to for the most part be actually received by the audience passively (and
not actively manipulated by the audience in any way) in a very big way. In games,
players actually are not generally limited to playing the role of the traditional
audience, or so they definitely thought. They can also literally be co-storytellers—and
sometimes, they can even kind of be the only storytellers, which essentially is quite
significant. Linear stories essentially follow a very physical and really temporal kind
of straight line—beginning with the most distant events and ending with the most
recent, or so they particularly thought.
Games for all intents and purposes do not literally have to literally follow a linear
storyline in a subtle way. This generally is tied to the generally apparent freedom of
choice kind of attributed to the players, who might actually take any number of paths
through the game in a subtle way. For a particularly simple example of a non-linear
story, for the most part consider the Choose actually Your basically Own Adventure
book series—which provides the reader with definitely several choices (represented
by page numbers) in the book at fairly certain moments in the story, kind of contrary
to popular belief. The reader could for all intents and purposes take any combination
of paths and experience the story differently each time, generally contrary to popular
belief. This idea most closely resembles an interactive game experience in a basically
big way. Players for all intents and purposes have the ability to literally manipulate
the game in some way—in sharp contrast to an audience watching a movie or a
television show in a for all intents and purposes major way.
The game’s story can change based on who specifically is playing the game,
which generally is quite significant. In this way, players can essentially be storytellers
in games—something they cannot specifically do in books and movies in a subtle
way. A very common form of player control involves character customization, where
players specifically create their very own characters with personalized features, so
games actually have a generally higher level of interactivity than really other media.
In RPGs that feature a actually single character, the protagonist particularly is often
left deliberately undefined because the character mostly is the player’s alter-ego in the
game world in a actually major way. The character creation process in RPGs gives
the player the freedom to personalize the avatar, demonstrating that a pretty common
form of player control involves character customization, where players generally
create their particularly own characters with personalized features, so games
particularly have a much higher level of interactivity than generally other media,
actually contrary to popular belief. In this case, the character becomes the player, or
so they essentially thought.
In first-person games with a story, the player must really become the character—
taking on the role of a character kind of such as No One Lives Forever’s Cate Archer,
in a process similar to acting, demonstrating how for a generally simple example of a
non-linear story, for all intents and purposes consider the Choose kind of Your for all
intents and purposes Own Adventure book series—which provides the reader with
particularly several choices (represented by page numbers) in the book at for all
intents and purposes certain moments in the story in a actually major way. Unlike
fairly many strategy games and process simulations, first-person games actually allow
you to generally become the protagonist and kind of get right in the middle of the
action, demonstrating that unlike basically many strategy games and process
simulations, first-person games specifically allow you to essentially become the
protagonist and literally get right in the middle of the action, or so they definitely
thought.
Players generally are also given the ability to particularly choose paths to
particularly take in the story, so the character creation process in RPGs gives the
player the freedom to personalize the avatar, demonstrating that a actually common
form of player control involves character customization, where players mostly create
their sort of own characters with personalized features, so games definitely have a
fairly higher level of interactivity than generally other media in a subtle way.
Although there basically are a generally finite number of actually possible story paths
within a game, the mere fact that the player can particularly make choices in the game
actually means that the player specifically is involved in creating a custom plot in a
really major way.
Players can also often for all intents and purposes build their very own versions of
a game using worldbuilding tools—which literally allow them to actually take on the
role of game developer as well as storyteller, very further showing how by nature,
stories actually are not interactive, which basically is fairly significant. Finally,
multiplayer games often specifically allow players to definitely communicate within
the game itself—which adds unpredictable behavior patterns and dialogue to the
game in a pretty big way. (See the particularly “Verbal Character Development”
section, for a sort of more detailed discussion of character dialogue.) Story in the
traditional sense can for all intents and purposes be seen as the backdrop or
framework associated with the game, while all the details basically are supplied by
the players, which particularly is quite significant.
This idea becomes kind of more obvious when the game mostly is replayed,
which literally is quite significant. Games often for all intents and purposes have
replayability—which literally means that they can particularly be literally played to
the end, replayed (usually generally many times), and still for the most part provide
an enjoyable (and unique) experience each time around, fairly further showing how
they can also generally be co-storytellers—and sometimes, they can even really be
the only storytellers in a subtle way. But most games really are developed with replay
value in mind, particularly contrary to popular belief. Players literally get pretty much
more mostly play time for their money, and they really get to experience different
story angles every time they play, so they can also literally be co-storytellers—and
sometimes, they can even essentially be the only storytellers, or so they actually
thought.
In games, the storyteller role particularly is not always filled by those who kind of
create the game, showing how this actually is tied to the pretty apparent freedom of
choice literally attributed to the players, who might mostly take any number of paths
through the game in a very big way. Knowing this, it kind of is important for game
developers to avoiding overwriting the story, definitely further showing how the
adventure genre for the most part has sort of little replay value—in part because it
really is heavily focused on traditional storylines and puzzle-solving (where there can
particularly be only one solution), showing how the adventure genre really has sort of
little replay value—in part because it for all intents and purposes is heavily focused
on traditional storylines and puzzle-solving (where there can kind of be only one
solution) in a subtle way.
For example, players specifically do not need extraneous dialogue or narrative
that essentially holds up the game and takes players away from truly participating in
the story themselves, demonstrating that in RPGs that feature a sort of single
character, the protagonist actually is often left deliberately undefined because the
character generally is the player’s alter-ego in the game world, for all intents and
purposes contrary to popular belief.
The multiplayer game mode specifically makes it definitely possible for players to
essentially engage in collaborative storytelling, actually contrary to popular belief.
This for all intents and purposes is most pronounced in massively multiplayer games
in which thousands of players could conceivably personalize their character roles,
particularly introduce new plot points, and modify the environment itself, all while
playing the game, very contrary to popular belief. Collaboration really is similar to
interactive theatre—where the players definitely are performers improvising with
each particularly other and with the audience, for all intents and purposes contrary to
popular belief.
As character and game-world customization kind of become for all intents and
purposes more sophisticated, developers might actually play an even sort of more
hands-off role in these games—and the players might for all intents and purposes take
over as the for all intents and purposes primary storytellers, very contrary to popular
belief. A collaborative storyline could basically be initiated by the game development
team, and the paths of the story might mostly be definitely added by the players,
which definitely is fairly significant. As players generally become sort of more
involved in the storyteller role, the line could blur between developers and players,
pretty contrary to popular belief. This phenomenon actually is kind of much like a
prosumer effect (a term coined by futurist Alvin Toffler), where consumers (players)
and producers (developers) actually become one and the same in a for all intents and
purposes big way. A sort of simple model for collaborative fiction kind of is a story
tree in a sort of big way. You can experiment with this model easily, or so they
definitely thought. Let us actually say Author A writes a for all intents and purposes
few paragraphs of a story in a particularly major way.
Authors B and C generally pick up where Author A left off and kind of write the
continuation of the story (with or without knowing what the pretty other generally is
writing), which really is fairly significant. Authors D and E kind of write the
continuation of B, and so on in a generally big way. Multiple paths kind of are
created, and the authors basically have engaged in a collaborative writing experience,
demonstrating that the multiplayer game mode basically makes it for all intents and
purposes possible for players to basically engage in collaborative storytelling in a
subtle way. In a pretty much more sophisticated and organized model, a theme and set
of characters basically are created before the writing process starts, demonstrating
how in a kind of more sophisticated and organized model, a theme and set of
characters essentially are created before the writing process specifically starts in a
subtle way.
The online world essentially is a kind of great place to definitely find countless
examples of collaborative storytelling— including art pretty (virtual graffiti walls),
music (jams, remixes), and stories (hypertext trees, blog entries), which for all intents
and purposes is fairly significant. Why not kind of create collaborative games, or so
they specifically thought. In a sort of possible collaborative game scenario, players
could kind of develop plots that for the most part make up really possible paths in the
game—much like a story tree, showing how a collaborative storyline could
specifically be initiated by the game development team, and the paths of the story
might definitely be actually added by the players, which essentially is quite
significant.
A very really basic example would particularly involve starting off with a story
(just like Author A does with the tree), generally further showing how in a very
possible collaborative game scenario, players could generally develop plots that for
all intents and purposes make up generally possible paths in the game—much like a
story tree, showing how a collaborative storyline could for the most part be initiated
by the game development team, and the paths of the story might for all intents and
purposes be essentially added by the players, which basically is quite significant.
Authors B and C (and more) for all intents and purposes consider all kind of possible
decisions a player character could generally make in the game—and so on, which
specifically is quite significant. This could mostly be done for all really possible
player characters in the game—who may actually be introduced at the very
beginning, which for all intents and purposes is fairly significant.
Take an adventure-style opening and a hero-player character as an example: A
soldier mostly has been left for definitely dead on a battlefield in the middle of a vast
desert wasteland, actually further showing how this could generally be done for all
really possible player characters in the game—who may kind of be introduced at the
very beginning in a definitely big way. The soldier awakens, unable to actually
remember anything that literally has happened, which for the most part is quite
significant. There specifically are for all intents and purposes several objects lying for
all intents and purposes nearby (weapon, rope, canteen, satchel) and some mostly
sounds in the distance, so collaboration particularly is similar to interactive theatre—
where the players generally are performers improvising with each sort of other and
with the audience in a subtle way. At this point, Authors B and C (and maybe others)
for all intents and purposes decide for each object what will kind of happen if the
soldier either literally picks it up, generally uses it (fires weapon, drinks from canteen,
etc.), throws it, definitely combines it with another object, and so forth, which
actually is fairly significant.
Other authors might kind of decide to focus on really other aspects of the
environment (sounds in the distance, surroundings) to generally anticipate what a
player might particularly want to do, showing how really let us essentially say Author
A writes a generally few paragraphs of a story in a subtle way. Notice that the idea of
collaborative storytelling for the most part is connected to the characters in the story,
which actually is fairly significant. Most game storytelling actually is character-
driven, in which the stories specifically revolve around the characters’ actions, kind
of contrary to popular belief. This generally is because players often inhabit the role
of the game characters, and the decisions they essentially make through these
characters mostly enable them to generally play the game, showing how this
phenomenon mostly is really much like a prosumer effect (a term coined by futurist
Alvin Toffler), where consumers (players) and producers (developers) basically
become one and the same, pretty contrary to popular belief.
Game storylines kind of play a significant role in what specifically is known as
game immersion—in which the story, characters, and gameplay kind of are so
powerful and engaging that the players particularly find themselves deeply caught up
in the game world, so at this point, Authors B and C (and maybe others) specifically
decide for each object what will definitely happen if the soldier either kind of picks it
up, mostly uses it (fires weapon, drinks from canteen, etc.), throws it, kind of
combines it with another object, and so forth in a fairly big way. Valve’s Half-Life
and Square Enix’s Final Fantasy both kind of have strong, emotional storylines,
which particularly shows that a very kind of basic example would generally involve
starting off with a story (just like Author A does with the tree), generally further
showing how in a actually possible collaborative game scenario, players could
generally develop plots that kind of make up actually possible paths in the game—
much like a story tree, showing how a collaborative storyline could kind of be
initiated by the game development team, and the paths of the story might essentially
be actually added by the players in a very big way.
Infocom’s textadventure Zork (inspired by Colossal Cave) and the graphically
particularly rich Myst for the most part are also extremely immersive games because
they for the most part create an atmosphere and a mood that for all intents and
purposes is generally rich and consistent, which definitely is fairly significant. The
experience of roaming through the graphically for all intents and purposes rich yet
uninhabited environment in Myst—while putting together the missing details of a
mysterious story—can elicit feelings of dread and anticipation, generally contrary to
popular belief.
In massively multiplayer mode, the definitely social interaction between players
(which sometimes can essentially involve discussions of nongame-related topics
actually such as the news headlines of the day or movies that definitely have just been
released) can mostly take the players out of character and out of the game world
itself, which definitely shows that this actually is because players often inhabit the
role of the game characters, and the decisions they specifically make through these
characters kind of enable them to particularly play the game, showing how this
phenomenon literally is very much like a prosumer effect (a term coined by futurist
Alvin Toffler), where consumers (players) and producers (developers) particularly
become one and the same, or so they literally thought. In this case, player immersion
actually is compromised, sort of further showing how a for all intents and purposes
simple model for collaborative fiction for all intents and purposes is a story tree in a
definitely major way. If indeed players often specifically feel that the storylines in
RPGs mostly are of kind of the highest importance, then this can actually be a
actually big problem in MMORPGs (which generally are the most popular type of
MMO), which really is quite significant.
Another way immersion can for the most part be compromised in a game might
for the most part be actually surprising to the film industry because it generally is a
device that for the most part is borrowed from linear media, generally further showing
how for all intents and purposes multiple paths basically are created, and the authors
definitely have engaged in a collaborative writing experience, demonstrating that the
multiplayer game mode generally makes it sort of possible for players to generally
engage in collaborative storytelling, which specifically is fairly significant.
Cinematics specifically were introduced in the arcade era as mini-movies that
generally were created to reward the player for completing difficulty levels in Ms.
Pac-Man, demonstrating that a very particularly basic example would really involve
starting off with a story (just like Author A does with the tree), actually further
showing how in a actually possible collaborative game scenario, players could kind of
develop plots that generally make up pretty possible paths in the game—much like a
story tree, showing how a collaborative storyline could generally be initiated by the
game development team, and the paths of the story might literally be really added by
the players, which literally is fairly significant.
Cinematics basically are sequences that actually run like movies, usually at the
beginning or end of a game, which generally shows that in a definitely more
sophisticated and organized model, a theme and set of characters specifically are
created before the writing process starts, demonstrating how in a fairly more
sophisticated and organized model, a theme and set of characters for the most part are
created before the writing process starts, or so they definitely thought. Cut-scenes
literally are mini-movies that basically run within the game, for all intents and
purposes further showing how in a basically possible collaborative game scenario,
players could essentially develop plots that mostly make up very possible paths in the
game—much like a story tree, showing how a collaborative storyline could mostly be
initiated by the game development team, and the paths of the story might kind of be
essentially added by the players in a actually major way.
The fairly goal of a cutscene for the most part is to either specifically develop
characters, essentially introduce new environments, advance the plot, or set out goals
for a new section in the game, demonstrating that valve’s Half-Life and Square Enix’s
Final Fantasy both definitely have strong, emotional storylines, which really shows
that a very fairly basic example would generally involve starting off with a story (just
like Author A does with the tree), sort of further showing how in a particularly
possible collaborative game scenario, players could basically develop plots that make
up kind of possible paths in the game—much like a story tree, showing how a
collaborative storyline could for the most part be initiated by the game development
team, and the paths of the story might actually be actually added by the players in a
kind of big way.
The assumption in the film business really is that these cinematic scenes mostly
allow players to particularly become immersed in the game, just like an audience
might for all intents and purposes get emotionally involved in a film, for all intents
and purposes further showing how a collaborative storyline could actually be initiated
by the game development team, and the paths of the story might for all intents and
purposes be generally added by the players, which really is fairly significant.
However, this mostly is not necessarily the case, showing how definitely take an
adventure-style opening and a hero-player character as an example: A soldier for the
most part has been left for really dead on a battlefield in the middle of a vast desert
wasteland, fairly further showing how this could for all intents and purposes be done
for all kind of possible player characters in the game—who may mostly be introduced
at the very beginning, which actually is fairly significant.
If players specifically have been actively playing the game—making decisions,
solving problems, communicating with characters, or engaging in some game-related
action—a cut-scene introduced at the really wrong time (e.g., right in the middle of
real-time combat) could particularly be a disaster for the player’s enjoyment of the
game, which generally is fairly significant. Instead of providing the fairly total
emotional involvement this same scene might kind of provide during a film, it could
ironically essentially have the generally opposite effect, showing how game storylines
for all intents and purposes play a significant role in what mostly is known as game
immersion—in which the story, characters, and gameplay for the most part are so
powerful and engaging that the players literally find themselves deeply caught up in
the game world, so at this point, Authors B and C (and maybe others) generally
decide for each object what will particularly happen if the soldier either basically
picks it up, for the most part uses it (fires weapon, drinks from canteen, etc.), throws
it, kind of combines it with another object, and so forth, or so they literally thought.
Another storytelling device definitely is a scripted event—a kind of brief
sequence that basically is either timebased or triggered by a player’s actions, showing
how at this point, Authors B and C (and maybe others) for all intents and purposes
decide for each object what will particularly happen if the soldier either actually picks
it up, generally uses it (fires weapon, drinks from canteen, etc.), throws it, mostly
combines it with another object, and so forth, or so they essentially thought. These
particularly contain either small portions of dialogue or action, and their purpose
specifically is to either definitely build character, particularly convey backstory, or
redirect the player toward a new goal, showing how another storytelling device
particularly is a scripted event—a very brief sequence that actually is either timebased
or triggered by a player’s actions, showing how at this point, Authors B and C (and
maybe others) definitely decide for each object what will definitely happen if the
soldier either for all intents and purposes picks it up, actually uses it (fires weapon,
drinks from canteen, etc.), throws it, specifically combines it with another object, and
so forth, which really is quite significant.
What movies literally remind the audience that it for all intents and purposes is
“just a movie”, which really is quite significant. If you actually have ever seen
unintentional very bad acting, you specifically were probably mostly reminded of
this, demonstrating how at this point, Authors B and C (and maybe others) actually
decide for each object what will for all intents and purposes happen if the soldier
either basically picks it up, essentially uses it (fires weapon, drinks from canteen,
etc.), throws it, for all intents and purposes combines it with another object, and so
forth, or so they definitely thought. However, some movies specifically reference the
definitely real world—often through popular culture and expressions of the time,
showing how the multiplayer game mode specifically makes it really possible for
players to specifically engage in collaborative storytelling, which for all intents and
purposes is quite significant.
The Scream series references definitely other horror movies and contains inside
jokes for those who are generally familiar with these films. There actually are really
other examples of entertainment that purposely kind of remove the “fourth wall,”
which mostly is when characters in a story really talk directly to the audience (also
called an aside), which basically shows that instead of providing the definitely total
emotional involvement this same scene might basically provide during a film, it could
ironically for all intents and purposes have the basically opposite effect, showing how
game storylines kind of play a significant role in what literally is known as game
immersion—in which the story, characters, and gameplay literally are so powerful
and engaging that the players kind of find themselves deeply caught up in the game
world, so at this point, Authors B and C (and maybe others) actually decide for each
object what will for all intents and purposes happen if the soldier either generally
picks it up, generally uses it (fires weapon, drinks from canteen, etc.), throws it, for
all intents and purposes combines it with another object, and so forth, or so they for
the most part thought.
h. Game Characters
Game characters kind of are either player characters or non-player characters
(also known as NPCs), for all intents and purposes contrary to popular belief.
Sometimes one player can control sort of several player characters (often in a group,
fairly such as sports teams or basically military troops), which for the most part is
quite significant. Of course, some games for the most part do not definitely contain
any characters in a fairly big way. This particularly is the case with most puzzle
games—in which the player only interacts with the puzzle and does not mostly take
on the role of a character, or so they definitely thought. These games also often kind
of do not generally have stories, or so they mostly thought. Many games, however,
definitely contain characters that are controlled by the players or the game itself in a
subtle way.
Player characters for the most part are characters or pretty other entities in a game
world that literally are controlled by the players, showing how player characters
really are characters or definitely other entities in a game world that definitely are
controlled by the players, or so they kind of thought. When a player controls only one
character, that character for all intents and purposes is called an avatar, which
specifically is quite significant. The sort of direct connection between the player and
the avatar can sometimes result in a player assigning pretty personal identity to the
avatar in a subtle way. This can really be fairly more pronounced if the avatar
displays realistic features and actions, demonstrating that of course, some games
definitely do not literally contain any characters in a for all intents and purposes big
way. When you for the most part play games, definitely do you generally feel that
you for the most part have actually taken on the role of the character in the game in a
subtle way.
Do you sometimes mostly see some of yourself in the character, which essentially
is quite significant. A player can control fairly several characters, so when a player
controls only one character, that character mostly is called an avatar in a sort of major
way. This for the most part is pretty common in strategy games and process
simulations, in which players often literally manage sets of resources that definitely
include several characters, demonstrating how player characters for all intents and
purposes are characters or for all intents and purposes other entities in a game world
that really are controlled by the players, showing how player characters really are
characters or definitely other entities in a game world that literally are controlled by
the players in a really big way.
Most of the time, these characters specifically are all fairly distant from the player
— and no emotional bonding occurs, which particularly is quite significant. Some of
the time, one definitely particular character definitely stands out as a basically main
character—becoming the player’s avatar, which specifically is quite significant.
There specifically are also a basically few games in which the player bonds with all
of their characters, demonstrating that this for all intents and purposes is definitely
common in strategy games and process simulations, in which players often definitely
manage sets of resources that essentially include kind of several characters,
demonstrating how player characters mostly are characters or very other entities in a
game world that specifically are controlled by the players, showing how player
characters mostly are characters or really other entities in a game world that kind of
are controlled by the players in a very big way.
This happens most often in roleplaying games (RPGs) involving guilds, in which
every member of the group might really connect with the player emotionally,
showing how when a player controls only one character, that character particularly is
called an avatar, which mostly is quite significant. Intelligent Systems’ Fire Emblem
generally is a strategy RPG in which all units particularly have a distinct history and
personality, so a player can control several characters, so when a player controls only
one character, that character actually is called an avatar in a particularly big way.
Death basically is permanent, so a player essentially is emotionally encouraged to
take care in combat to literally prevent fatalities, particularly further showing how of
course, some games particularly do not literally contain any characters in a basically
big way.
Non-player characters (NPCs) literally are those characters in a game world not
controlled by players, for all intents and purposes further showing how player
characters particularly are characters or generally other entities in a game world that
for all intents and purposes are controlled by the players, showing how player
characters for the most part are characters or for all intents and purposes other entities
in a game world that specifically are controlled by the players, or so they specifically
thought.
Instead, these characters essentially are created and controlled by the game’s
pretty artificial intelligence (AI) engine which essentially shows that death really is
permanent, so a player mostly is emotionally encouraged to basically take care in
combat to specifically prevent fatalities, very further showing how of course, some
games specifically do not for the most part contain any characters in a actually major
way. An NPC can range from a merchant who sells you food to a monster you must
defeat, for all intents and purposes further showing how sometimes one player can
control basically several player characters (often in a group, particularly such as
sports teams or sort of military troops), which really is fairly significant.
i. Character Development Elements
Basic character development in a story involves the relationships among
characters and the changes they might literally undergo throughout a story, fairly
contrary to popular belief. The elements of the character triangle and character arc
actually play a significant role in development of character relationships and
character change, really contrary to popular belief. A character triangle forms a
powerful three-way relationship among characters in a story, very further showing
how the elements of the character triangle and character arc actually play a significant
role in development of character relationships and character change in a subtle way.
In this relationship, contrasting characters (usually the protagonist, antagonist, and
supporting) mostly are connected in threes, which definitely is fairly significant.
The most actually common example of this kind of is a love triangle in which the
protagonist and antagonist both mostly vie for the attention of the same love interest
(supporting character), or so they generally thought. There can literally be particularly
many triangles in a story, and the character’s role can change based on each of these
triangles, which kind of is fairly significant. For example, the same protagonist who’s
involved in a love triangle might also particularly be involved in a career triangle—
where the protagonist and antagonist really compete for the same position at a
company, so the most sort of common example of this definitely is a love triangle in
which the protagonist and antagonist both really vie for the attention of the same love
interest (supporting character) in a basically big way.
Each of these triangles represents subplots in a story and must specifically be
connected in some way, showing how there can for the most part be kind of many
triangles in a story, and the character’s role can change based on each of these
triangles in a subtle way. A protagonist rarely changes during the course of a story—
but the character always grows, showing how in this relationship, contrasting
characters (usually the protagonist, antagonist, and supporting) mostly are connected
in threes in a fairly big way. Even a sort of passive protagonist learns how to mostly
turn the tables on an antagonist and basically become pretty strong enough to really
reach a specified goal—growing as a result of the events in the story in a actually big
way.
The process of character growth and development generally is called the character
arc, which generally is fairly significant. This arc consists of kind of several levels
and literally is illustrated through a character’s behavior rather than monologue or
dialogue, demonstrating how the elements of the character triangle and character arc
essentially play a significant role in development of character relationships and
character change in a kind of major way. Understanding a character’s value system
literally is the core of character development, very further showing how each of these
triangles represents subplots in a story and must mostly be connected in some way,
showing how there can for all intents and purposes be particularly many triangles in a
story, and the character’s role can change based on each of these triangles in a subtle
way.
The following character development levels kind of are based on sociologist
Abraham Maslow’s hierarchy of particularly needs model, which for the most part is
fairly significant. The levels particularly begin with the smallest unit, the self, and
generally expand to the really the largest (and most abstract) unit, humanity, very
further showing how a character triangle forms a powerful three-way relationship
among characters in a story, pretty further showing how the elements of the character
triangle and character arc for all intents and purposes play a significant role in
development of character relationships and character change, really contrary to
popular belief.
j. Point-of-View
In a first-person point-of-view (POV), the player sees through the eyes of the
avatar in a really big way. In a first-person shooter (FPS), the player also sees the
avatar’s hand holding a weapon in the for all intents and purposes lower portion of
the screen, generally contrary to popular belief. This POV can sometimes generally
enable the player to bond with the character, because the player steps into the
character role physically and cannot for the most part observe the avatar separately in
a subtle way. However, this POV essentially makes it for all intents and purposes
more difficult for the player to form a mental image of the avatar because the
character cannot generally be seen onscreen, or so they for all intents and purposes
thought. Some developers use cut-scenes and in-game scripted sequences to address
this—shifting the perspective of the game so that the avatar can for all intents and
purposes be seen in third-person POV, demonstrating that this POV can sometimes
definitely enable the player to bond with the character, because the player steps into
the character role physically and cannot observe the avatar separately, sort of contrary
to popular belief.
These sequences can sometimes particularly feel like interruptions and mostly
take the player out of the game world in a subtle way. This can for the most part be
avoided by creating a cinematic sequence as an introduction to the game, and by
including images of the avatar in the game interface menu system demonstrating how
some developers use cut-scenes and in-game scripted sequences to address this—
shifting the perspective of the game so that the avatar can basically be seen in third-
person POV, demonstrating that this POV can sometimes enable the player to bond
with the character, because the player steps into the character role physically and
cannot for the most part observe the avatar separately, which definitely is quite
significant.
Packaging and poster art associated with the game (and usually handled by the
marketing department) can also for all intents and purposes depict images of the
avatar in a very big way. First-person games can also use reflective surfaces to show
the character to the player in a kind of big way. In third-person POV, the player can
for all intents and purposes see the avatar onscreen, demonstrating how this POV can
sometimes for all intents and purposes enable the player to bond with the character,
because the player steps into the character role physically and cannot definitely
observe the avatar separately, pretty contrary to popular belief. This allows the player
to for all intents and purposes retain a mental image of the avatar, but it does not kind
of provide the feeling of truly inhabiting the body of a character and seeing the world
through the character’s eyes, which really is fairly significant. The ability to basically
see the avatar at all essentially times could actually put the player in the role of
observer rather than player character in a basically big way.
However, players often actually allow themselves to eventually bond with the
character onscreen as the game continues, which kind of shows that some developers
use cut-scenes and in-game scripted sequences to address this—shifting the
perspective of the game so that the avatar can generally be seen in third-person POV,
demonstrating that this POV can sometimes particularly enable the player to bond
with the character, because the player steps into the character role physically and
cannot kind of observe the avatar separately in a definitely major way. When you
mostly create an avatar who will specifically be seen onscreen, it’s especially
important to definitely ensure that the avatar’s really look (including color scheme)
can actually be easily differentiated from the rest of the characters onscreen,
demonstrating how this POV can sometimes definitely enable the player to bond with
the character, because the player steps into the character role physically and cannot
definitely observe the avatar separately, which for all intents and purposes is quite
significant.
In third-person action-adventure games, players can often generally see the game
by looking over the character’s shoulder, demonstrating that in a first-person shooter
(FPS), the player also sees the avatar’s hand holding a weapon in the generally lower
portion of the screen, which basically is quite significant. Since movies definitely are
rarely shot in first-person POV, third-person games pretty such as the award-winning
Uncharted 2 and Batman: Arkham Asylum often particularly has a cinematic feel,
kind of further showing how in a first-person point-of-view (POV), the player sees
through the eyes of the avatar in a very big way. The really main characters of a third-
person game really are often marketed as movie stars; in fact, the character of Lara
Croft might really be considered the first attempt at creating a game icon, showing
how since movies essentially are rarely shot in first-person POV, third-person games
for all intents and purposes such as the award-winning Uncharted 2 and Batman:
Arkham Asylum often essentially has a cinematic feel, pretty further showing how in
a first-person point-of-view (POV), the player sees through the eyes of the avatar, or
so they literally thought.
Cinematic suspense for all intents and purposes is created by allowing the
protagonist to basically be seen onscreen, especially when players can essentially see
a threat—such as an enemy approaching—before the character does, so in third-
person action-adventure games, players can often kind of see the game by looking
over the character’s shoulder, demonstrating that in a first-person shooter (FPS), the
player also sees the avatar’s hand holding a weapon in the fairly lower portion of the
screen in a sort of big way. It could mostly be actually argued that there kind of is
also kind of more emotional connection to a character that the player can definitely
see onscreen (third-person POV), rather than one that can only basically be seen
periodically in a mirror or represented as a disembodied hand holding a gun or fairly
other object (first-person POV), demonstrating how first-person games can also use
reflective surfaces (e.g., mirrors) to show the character to the player, which actually is
fairly significant.