Tuesday, 7 February 2012

Story basics

Storyworks
The mechanics of storycraft for Designer's and GM's are fashioned from various "storytelling devices" to communicate their story. Mechanics may be enacted both in-game and out-of-game before, between and after gameplay sessions. Any method that conveys information about the game has the potential to be a part of storyworks.
    In-game
    • Visual, Text
    • Instructions or story
    • Hints or notes
    • Visual, Graphic
    • Images, still
    • Images, dynamic
    • Audial
    • Narration
    • Dialogue
    • SFX and BGM
    • Combinations and Hybrids
    • Gameworld Setting
    • Cut-Scenes (Cinematic)
    • Overlays (Map-Text, Map-Narration)
    • Complex Objects Signboards, Books, Graffiti (Image-Text)
    • NPC behavior
    • Technical
    • Difficulty or Level settings
    Out-of-Game
    • Visual, Text
    • Articles, stories
    • Manual, strategy book
    • Visual, Graphic
    • Cut Scenes
    • Images
    • Audial
    • Narration
    • Dialogue
    • Combinations and Hybrids
    • Advertisments (still or cut-scenes)
    • Info-sites
    • Testimonials
    • Events
    • Physical
    • Paraphernalia (regalia, trinkets, swank)
    A Player's Stories could arguably have both in-game and out-of-game facets, particularly if one includes participating in game-related events or conventions as an extension of the player experience. A case could even be made for costume-play to represent a fusion of the Player and Avatar type stories. A less dramatic example could be daydreaming of gameplay, recalling memorable gameplay moments or planning new ones, while involved with activities away from the game.
    • For consideration:
    • What does a story determine for the game being designed?
    • Are player actions and choices able to influence the direction or outcome of the game?
    • If play can effect the game, to what degree?
    • What scope (in-game, out-of-game) will benefit the game design?

Ref > http://www.gamegrene.com/node/820

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