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METU, Informatics Institute
Ankara, 31 October 2011
   This lecture presents a brief summary of the
    Three-Act-Structure in Classic Drama Theory

   As we learn the basic concepts and
    structuration principles of this approach, we
    will also stop inbetween and see how video
    games deal with these concepts and
    principles.
Story: An Introduction for Game Developers
   Climbing Tension
       A story does not only progress horizontally, but also vertically
       A scene that doesn’t carry the plot to new heights is considered as wasting time and
        stagnating story progress.

   Chrono-logy
       Events are related to each other in terms of causality and time
       Chrono-logical relations are often established in the mind of the player, as part of the
        interpretation process
       This allows designers to play with the chrono-logy of things because the player would
        complete the story mentally, and in retrospect

   Unity
       Due to dramatization requirements, anything that’s not central to the story will be eliminated
       In video games it often happens that side quests violate this rule
        ▪   They often do not contribute to the rise in plot per se
        ▪   Often this is done for the sake of variety
        ▪   Or they help the player in meeting other goals such as collecting extra points to increase the character
            level
   Feature films stay often loyal to the Three-Act-
    Structure
   However, they would divide the three acts into
    four quarters
   While the Beginning and the Ending acts get a
    quarter each, the Middle is alotted two
    quarters, that is, half of the duration of the film
     Usually each of the Middle quarters deals with one
      specific issue
   Quarter 1 (First Act): Set up of the plot, introduction of
    characters, planting of middle acts.
   Quarter 2 (Second Act): The first of middle acts, in
    which the goal is to free Sarah Connor from the clinic
    in which she is being held.
   Quarter 3 (Second Act): The second of the middle
    acts, in which the goal is to destroy Skynet and its
    infobase.
   Quarter 4 (Third Act): Build-up to the
    climax, resolution and denouement.
Story: An Introduction for Game Developers
Story: An Introduction for Game Developers
   Looking closer at the two previous slides, we
    can identify three dynamics that a narrative
    designer has to intertwine in order to get
    good results:
     Plot Development
     Character Growth
     Middle Acts

   We will now have a closer look at how these
    dynamics work
   Game and narrative designer often have to deal with the issue of
    introducing the player vocabulary.
     The player needs not only to learn about the story, but how to use
      controls.

   It is therefore a very delicate issue in design to set-up a teaser
    scene that doesn’t frustrate the player in terms of learning the
    gameplay.
     Often designers will solve this by splitting the task into two:
       ▪ They’ll use a cutscene that serves as a teaser
       ▪ They’ll usa a tutorial that teaches the player how to play the game
       ▪ Example: Medal of Honor: Allied Assault

   Examples where designers tried to combine the two are
     Max Payne (PC Version)
     Spiderman (Wii)
   In video games, intensification is often the result of
    increasing complexity of the game systems that revolve
    around the player.
   Sometimes intensification is based on enemy AI that adopts a
    more aggressive stance
       Early sneak attacks of rival nations in Age of Empires tell us we’ve got to
        hurry

   However there are games that have «scripted»
    intensification
     In games like Metal Gear Solid, we are presented with
        cutscenes that allow us to witness dialogues between game
        characters which reveal that the complexity in the situation has
        increased
   When it comes to plot, a lot of games do not waste even a
    minute to set it up:
     Pong  The white dot comes at you  if you fail to bounce it
      back  1:0
     Pac- Man  The ghost are coming at you  If you don’t move
      your avatar  One life lost

   Good games will always make sure that the player has to
    do something to get out of misery
     Half Life 2
     The Sims

   They will make sure that there is necessity, that is, an
    inevitable challenge that motivates the player into action
   Many games are based on outer motivation
     That is, it’s mainly their actions and looks that reveal something about
      characters

   Controls and affordances play a crucial part in this
     We can only carry a role that the controls allow us to carry out.
     For example special moves play an important role in distinguishing characters
      in fighting games.

   However, modern games also reveal a lot about inner motivation, that
    is, what the character feels about their own actions
     This will often come in cutscenes
       ▪ Final Fantasy series
       ▪ The cutscenes in Soul Calibur II
     Sometimes the player is allowed to keep character diaries in which they
      pretend to know the inner motivations of the characters
       ▪ The Sims
   Another common thing in video games is that
    character growth is often presented in
    quantifiable terms
     RPGs have experience levels and character
      inventories
     Many Tycoon games have star ratings or financial
      indicators
     RollercoasterTycoon or Ceaser III on the other
      hand, have a palette of «barks» for their character
      that will change depending on statistics
      ▪ This is a nice way to add an inner motivation aspect to the
        characters 
        ▪ It makes them look «deeper»
   Since many video games are built around
    levels rather than quarters, we will see
    reassessments or denouments being
    presented immediately after a finished level
    or play session
     The characters in Tekken will often say something
      about their victory or defeat after a fight is over.
     Railroad Tycoon 2 has a narrator that talks about
      our performance in the past level
   Video game progress is often based on levels.
     This means that the quarter rule doesn’t apply.
     Hence, it makes often no sense to apply planting methods during
      the introduction of the game’s story

   Instead, in many games we see designers prefer to have
    mission briefs
     In other words, the planting of the next act is done moments
      before the level starts, and not in the introduction of the game
     The introduction of the games is used for other purposes
      ▪ Such as teaching the player the game vocabulary, presenting
        backstory, or introducing the world settings
      ▪ This seems to be a significant difference between video games and
        movies
      ▪ The product design and consumption method requires the video game
        narrative designer to deal with planting differently
Story: An Introduction for Game Developers
Story: An Introduction for Game Developers
   Whereas the overall proportion of a video
    game may fall wide apart from a four quarters
    model, we may observe that levels are
    structured closer to this approach
Story: An Introduction for Game Developers
Thank you very much…
         http://altugi.wordpress.com
    İsigan (dot) altug (at) gmail (dot) com
                Twitter: altugi

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Story for game developers

  • 2. This lecture presents a brief summary of the Three-Act-Structure in Classic Drama Theory  As we learn the basic concepts and structuration principles of this approach, we will also stop inbetween and see how video games deal with these concepts and principles.
  • 3. Story: An Introduction for Game Developers
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  • 5. Climbing Tension  A story does not only progress horizontally, but also vertically  A scene that doesn’t carry the plot to new heights is considered as wasting time and stagnating story progress.  Chrono-logy  Events are related to each other in terms of causality and time  Chrono-logical relations are often established in the mind of the player, as part of the interpretation process  This allows designers to play with the chrono-logy of things because the player would complete the story mentally, and in retrospect  Unity  Due to dramatization requirements, anything that’s not central to the story will be eliminated  In video games it often happens that side quests violate this rule ▪ They often do not contribute to the rise in plot per se ▪ Often this is done for the sake of variety ▪ Or they help the player in meeting other goals such as collecting extra points to increase the character level
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  • 8. Feature films stay often loyal to the Three-Act- Structure  However, they would divide the three acts into four quarters  While the Beginning and the Ending acts get a quarter each, the Middle is alotted two quarters, that is, half of the duration of the film  Usually each of the Middle quarters deals with one specific issue
  • 9. Quarter 1 (First Act): Set up of the plot, introduction of characters, planting of middle acts.  Quarter 2 (Second Act): The first of middle acts, in which the goal is to free Sarah Connor from the clinic in which she is being held.  Quarter 3 (Second Act): The second of the middle acts, in which the goal is to destroy Skynet and its infobase.  Quarter 4 (Third Act): Build-up to the climax, resolution and denouement.
  • 10. Story: An Introduction for Game Developers
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  • 13. Story: An Introduction for Game Developers
  • 14. Looking closer at the two previous slides, we can identify three dynamics that a narrative designer has to intertwine in order to get good results:  Plot Development  Character Growth  Middle Acts  We will now have a closer look at how these dynamics work
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  • 16. Game and narrative designer often have to deal with the issue of introducing the player vocabulary.  The player needs not only to learn about the story, but how to use controls.  It is therefore a very delicate issue in design to set-up a teaser scene that doesn’t frustrate the player in terms of learning the gameplay.  Often designers will solve this by splitting the task into two: ▪ They’ll use a cutscene that serves as a teaser ▪ They’ll usa a tutorial that teaches the player how to play the game ▪ Example: Medal of Honor: Allied Assault  Examples where designers tried to combine the two are  Max Payne (PC Version)  Spiderman (Wii)
  • 17. In video games, intensification is often the result of increasing complexity of the game systems that revolve around the player.  Sometimes intensification is based on enemy AI that adopts a more aggressive stance  Early sneak attacks of rival nations in Age of Empires tell us we’ve got to hurry  However there are games that have «scripted» intensification  In games like Metal Gear Solid, we are presented with cutscenes that allow us to witness dialogues between game characters which reveal that the complexity in the situation has increased
  • 18. When it comes to plot, a lot of games do not waste even a minute to set it up:  Pong  The white dot comes at you  if you fail to bounce it back  1:0  Pac- Man  The ghost are coming at you  If you don’t move your avatar  One life lost  Good games will always make sure that the player has to do something to get out of misery  Half Life 2  The Sims  They will make sure that there is necessity, that is, an inevitable challenge that motivates the player into action
  • 19.
  • 20. Many games are based on outer motivation  That is, it’s mainly their actions and looks that reveal something about characters  Controls and affordances play a crucial part in this  We can only carry a role that the controls allow us to carry out.  For example special moves play an important role in distinguishing characters in fighting games.  However, modern games also reveal a lot about inner motivation, that is, what the character feels about their own actions  This will often come in cutscenes ▪ Final Fantasy series ▪ The cutscenes in Soul Calibur II  Sometimes the player is allowed to keep character diaries in which they pretend to know the inner motivations of the characters ▪ The Sims
  • 21. Another common thing in video games is that character growth is often presented in quantifiable terms  RPGs have experience levels and character inventories  Many Tycoon games have star ratings or financial indicators  RollercoasterTycoon or Ceaser III on the other hand, have a palette of «barks» for their character that will change depending on statistics ▪ This is a nice way to add an inner motivation aspect to the characters  ▪ It makes them look «deeper»
  • 22. Since many video games are built around levels rather than quarters, we will see reassessments or denouments being presented immediately after a finished level or play session  The characters in Tekken will often say something about their victory or defeat after a fight is over.  Railroad Tycoon 2 has a narrator that talks about our performance in the past level
  • 23.
  • 24. Video game progress is often based on levels.  This means that the quarter rule doesn’t apply.  Hence, it makes often no sense to apply planting methods during the introduction of the game’s story  Instead, in many games we see designers prefer to have mission briefs  In other words, the planting of the next act is done moments before the level starts, and not in the introduction of the game  The introduction of the games is used for other purposes ▪ Such as teaching the player the game vocabulary, presenting backstory, or introducing the world settings ▪ This seems to be a significant difference between video games and movies ▪ The product design and consumption method requires the video game narrative designer to deal with planting differently
  • 25. Story: An Introduction for Game Developers
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  • 27. Story: An Introduction for Game Developers
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  • 30. Whereas the overall proportion of a video game may fall wide apart from a four quarters model, we may observe that levels are structured closer to this approach
  • 31.
  • 32. Story: An Introduction for Game Developers
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  • 35. Thank you very much… http://altugi.wordpress.com İsigan (dot) altug (at) gmail (dot) com Twitter: altugi