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IGO720 - Module 4

Narrative Design

Week 4.1 – 18th February. 2022

This week we explore narrative design, and look more closely at how we can implicate stories into our games, and the methods used to do so.

This is one of the key areas that we have already discussed whilst creating our Game Design Documents, especially for the “player fantasy” part of the document.

We are discussing this topic now, quite early on in our development processes, as narrative plays a huge role, in every part of a game – from game mechanics to the beginning of the character design.

By the end of this week, we will be able to:

  1. Evaluate the potential of different genres of story to support gameplay.
  2. Plan the use of storytelling methods, such as cut-scenes, dialogue and environmental storytelling.
  3. Create characters in response to archetypes and gameplay roles.
  4. Reflect on the implications of nonlinearity and interactivity for storytelling.

Personal approach to narrative

As mentioned earlier in my blog, being a new children’s book author and illustrator, story telling for me, is all about sharing my imagination with everyone, in a way that the story comes to life and takes children and adults on a fun filled adventure, rhyming throughout.

My key focus is probably the same as many other writers, and illustrators, allowing the reader to be fully immersed in a different world, allowing the reader to be that character and embody the journey.

Story Telling Strategies…

Iain Lobb explores the key issues for narrative designers, such as; plot, character, structure and interactivity, and looks at the storytelling strategies used by a range of indie games.

One of the methods I would like to focus on, and look at in more detail includes; environmental story-telling, by allowing the player to read the situation, of the atmosphere, using sound effects, background noises, and visual signs.

Ideally I really want to focus on the element of “show, don’t tell!”As this is something that I understand a lot of gamers to enjoy.

One of the first parts of the game, is to introduce a simple but effective, opening cutscene animation of the main character, to give you some history of where you going and why.

Choosing my Theme…

The 4 tips Fan highlighted in his GDC talk , was;

  • 1 . Is your themes something your into?
  • 2. Does your theme support the game mechanics?
  • 3. Does your theme communicate the goal?
  • 4. Does your theme have both familiarity and Novelty?

I would like to say, that my answers from the above points, are; 1) yes they are, 2) yes they do, 3) yes it does, and finally, 4) yes I hope so.

I always aim to create something a little bit different, not to just make it stand out…but to try and capture different emotions, and keep you engaged at all times, in a different world.

One of the ways I am hoping to so, is by physically acting it out first, then, laying out a story board, then putting it into action, and test out with the game prototype, created in Unreal’s Engine 4.

Extra Credits

In the YouTube short lecture, by a team called Extra Credits, they discuss ways to help you, “Shape a Game Design. One of the most important parts of you game design is to thoroughly understand the fantasy.

They quote;

Allow the players to “Live the Fantasy”

(Extra Credits. 2016)
)

So the next question to look at is, “how” I intend to do this?

Retrospective of 4 weeks progress

Below a few points to analyse how I am progressing, problems and how to move forwards.

  • 1) What I have done well? Made a 3D character in Maya, tested out animations in Mixamo, for see-through areas, all parts of the body move correctly, and nothing sticks out. Blocked out a rough layout in Unreal Engine 4, added materials and lighting effects, to get a visual of how, and where things are placed, within the level. Wrote the narrative for the game, highlighting all areas/items that will be introduced, within this level. Plus coded the characters state machine, set up the animation blue print.
  • 2) What needs to be done? To set up the blend space, so that each movement transitions nicely into the next on. Add and create my own 3d assets, to set the atmosphere and art-style for my unique environment. Sound effects, to add to the characters movements so far, a title screen, and a UI design, plus the cutscene animation.
  • 3) What I am working on? Creating the blend space and linking all animations correctly, and testing how fun it is to play with what mechanics, I have so far introduced and getting feedback from others.

Week 4.2 – 22nd February. 2022

What is Embedded Narrative…

Embedded narrative is not only crafted by an Author – using cutscenes scripted events and usually has a back story. The linear style, means throughout the level, you are guided in the direction that the story means to start and finish. However this can sometimes be a little tedious, because it can become repetitive.

With this in mind, I am choosing to add elements of open world to my game, so as well as having a story, with events or actions to be accomplished in a certain way, you also have options to do other little side tasks, which just add to the story. Although if they are not under taken, it will not affect your progress from the original narrative path you are on.

Structure and Narrative progression mechanics

In Carstensdottir, Kleinman, and El-Nasr’s 2019 academic paper; “Player interaction in narrative games: structure and narrative progression mechanics”, they analyse all the methods, in which the player gets to interact with narrative in a video game.

This is the route I believe I am going down, especially knowing that Progression through Discovery refers to mechanics where the player must locate story content in order to progress the story.

They reveal that usually this particular method, is usually achieved with other game mechanics such as, exploration, and investigation, which is very similar to how I would like my linear game level to play out. They quote;

Interaction design of interactive narratives games has been largely unexplored in the literature, and we argue that considering and analyzing the design patterns used in successful commercial games is the first step towards understanding how designers can design effective narrative experiences for a variety of domains, such as education.

(Carstensdottir, Kleinman,El-Nasr 2019)
)

Considering what I have in mind for designing, for the final major project, later this year. The specific part. “understanding how designers can design effective narrative experiences“, is something I would like to explore further, and continue looking into how semiotics, are used through narrative in games, to help produce a much deeper meaning of interactivity.

Narrative Design Document

We are asked to create narrative design document as part of week 4’s activity. It must include the following;

  • Setting
  • Characters
  • Plot
  • Mood
  • Narrative
  • Structure
  • Storytelling Techniques
  • InteractivityTheme

The narrative document, is quite straight forward for me at this stage, as I do have a clear concept and know exactly what I want to do…the only thing that hinders my progress is being a beginner with coding.

As I have mentioned earlier, I need to constantly practice blue prints/ visual scripting, and so far using Unreal engine everything is in place. But I know it only takes one wrong node to connect up, and the characters actions may not be that, of what I have planned.

Bibliography

Lobb, I. 2022. “Approaches to Narrative in Games” [online] Available at: https://learn.falmouth.ac.uk/courses/251/pages/week-4-approaches-to-narrative-in-games?module_item_id=13034 [Accessed 18 February 2022]

Fan, G. 2013.“How to choose a theme for your game?” [online] Available at : https://learn.falmouth.ac.uk/courses/251/pages/week-4-choosing-a-theme?module_item_id=13035 [Accessed 18th February 2022]

Extra Credits. 2016. “Understanding the Fantasy – How to Shape a Game’s Design” – Extra Credits. [online] Available at : https://learn.falmouth.ac.uk/courses/251/pages/week-4-understanding-the-fantasy?module_item_id=13036 [Accessed 19 February 2022]

Carstensdottir, E., Kleinman, E. and El-Nasr, M.S. 2019. Player interaction in narrative games: structure and narrative progression mechanics.In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-9). Available at : https://dl.acm.org/doi/abs/10.1145/3337722.3337730 [Accessed 22 February 2022]