Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Friday, 29 July 2011

In Game Story-Telling

As I mentioned in my previous post on the evils of the cutscene, there are always methods to relay story or information to the player without removing them from they're own perspective. Lets explore some of these options.

Monitors and Cameras

One of the most effective methods of doing a cutscene in game is to use a monitor system. Most games are capable of outputting camera feeds to some form of surface within the game itself. This method is fantastic because you can show your cutscene without breaking the players immersion.
Simply gate the player and un-gate when the cutscene has ended on the monitor.

NPC scripted scenes



These are scenes played out around the player within the map. If the player could possibly interrupt the scene then keep them away from the npc actors behind a fence or forcefield etc...
Friendly npc scenes can normally progress with the player in direct contact as the player can normally not inflict damage on friendly npcs.

Enemy NPC scenes are usually best played out when the player is apparently unnoticed by the enemy. Keep the player in a dark spot and light up the area where the scene is played out.

Most of the time the player is happy to let the scene play without attempting to interrupt however you should ensure that the player can't interrupt the action anyway because some players just can't help themselves.

Enemy npc scenes, if not critical for gameplay, can be made interruptable if you so choose. Go play "No One Lives Forever" for interruptable enemy scenes at their best. Good god that game is funny...

Environment Stories



As in Left 4 Dead or Portal, you can apply a story via the game environment. If you haven't realised before, the graffiti on the walls in the L4D saferooms tell multiple stories about survivors who had passed through before you got there.

Tannoy Systems or Walkie Talkies

Having voice messages played out to the player while the game progesses can be very effective.

A tannoy system is great for keeping the player up to date and can also really ratchet up the tension in a map if the player is given a message that the enemy is on their way.
This is probably the most acceptable method of delivering information while the action is ongoing. Just make sure you're in a quiet period if you are going to tell the player anything important.

I like the idea of adding a narrator to a story. So the narrators voice plays at key points in the story recounting what the player has done or is about to do. You could have a lot of fun with this by having the narrator misinterpret the players action for extra comedy.
If you've ever seen Monty Python's Holy Grail think brave Sir Robin and his minstrels and you'll get the idea.

Even better have the narrator tell the story from the enemies perspective, painting the player as the bad guy. I may try this one day but feel free if you want to have a crack at it.

Wednesday, 27 July 2011

Why Cutscenes Are Evil!!

Why cutscenes are evil!

Unlike our console based cousins PC gamers are very lucky in the fact that the culture of the cutscene has been kept to a minimum on our platform. Most PC games will provide you with a cutscene at the beginning of a level and a cutscene at the end. These bookend scenes usually help to provide an introduction to the area or move the story along and then provide a conclusion and show how the player has affected the story.

So what do I mean by cutscene. I'm referring to any moment within a map where the player view is removed from their own perspective and forcibly pointed at other areas of the map in order to draw the players attention to something important or to tell further story.

Anyone who's played an action orientated console game in the last 10 years will know that games built for consoles have an obsession with the cutscene.

So why are cutscenes so evil.

1. It takes control away from the player and removes them from the moment they were in at that time. You spend ages trying to get the player fully engrossed in your map then rip them out of their own view of the environment and that feeling is instantly lost.

2. Its very lazy from a design perspective. Rather than build an intuitive environment where the player can understand what they need to do through exploration, you jam it in their faces by pointing the camera at it.

3. It patronises the player and caters to the lowest common denominator (i.e. dumb people).
In effect by pulling camera control away from the player and pointing it at something important, the developers are saying "we think you might be dumb and not understand what you are supposed to do, so were going to show you... just in case you're dumb!".

It may be that publishers have more say in the development process in the console world. So when the publishers get they're first look at the game they make recommendations of what to change in order to make the game more generally playable for everyone(read.. more accessible for dumb people!).

4: Often the best action scenes are reserved for cutscenes.
Did you ever get shown something in a cutscene that was very exciting after playing through a drab repetitive level and think... hey.. why couldn't I do that in the freakin game!

If what happens in your cutscenes is more interesting or funny or exciting than what happens in your map. Then there's something very very wrong!

5: Cutscenes are used as a supposed reward system.
What's more enjoyable, playing the game or watching a cutscene? It SHOULD be playing the game if the title is any good. So, surely your reward for completing a section of the game should be... well... more game! Unlocking bonus levels perhaps?
I've never understood why watching a cutscene is something the player is supposed to look forward to. To the point where in some games you can go back and re-watch the cutscenes you've unlocked so far.



I think my biggest gripe with the whole cutscene culture would be that's its cheap. Like reality TV, publishers like cutscenes because it takes far less effort and money to produce one than it does to create truly great gameplay and levels.

There's a reason it took Valve 8 years to release HL2 and why console game tie-ins with movies can be punched out in six months. It takes time to make maps that are intuative. It takes time to run through map iterations until playtesters know instictively what to do. Time is money!

An Alternative Approach

My next post will focus on in game story telling methods. Most modern games offer a variety of alternative tools to help the mapper tell the story within the game.

Here's a challenge for you. Before you build your cutscene for your map, try and think of any other way that you can convey the information to the player without taking them out of their perspective. Try and make cutscenes the very last resort for storytelling.

Tuesday, 26 July 2011

Is my story ruining my gameplay?

The Story: Is it ruining my gameplay?

While I was a member of a mod team a while back, for some reason I got lumped with the job of writing the script. I inherited an already done outline and several scenes of dialogue already written.
What had been done up to that point was truly awful. What I tried to do didn't turn out much better unfortunately. It might have made a good TV show but it had no place in a game.
See the problem was, the guys on the team had already selected the environments, the order that they would appear in and the general motivations of the player.
Everything they had done was pretty good but trying to write a story to string it all together was an impossible task. I recall days where the team actually considered altering whole sections of the game in order to try and make the story make sense.. Utter madness...

I learned a valuable lesson from that experience. Make the story as minimal as possible! I mean, one line of text should do it. For example...

Escape from jail
Or
Outrun the bad guys
Or
Get to this place by this time

That's all you need in a custom map. Anything more is overkill and unnecessary.

I don't think I've played a custom map or mod that had a compelling story. I can't say I've played that many games that had an amazing story either. There are rare exceptions of course (Jedi Outcast, Thief 2, X-Wing Alliance) but most game stories are very awkward affairs that never really grab the players attention.

I wish this wasn't true, because when a great game story is created, it can be magical, but alas most fail. Custom map stories are usually incredibly awful...

SO DON'T BOTHER WITH IT!

Stick to good gameplay.. the player will forgive you I promise.
Just set the player up with a basic goal and keep those goals coming each time the complete the last one.

Goals can be delivered by NPCs if you like. It just doesn't have to mean anything. It doesn't have to fit within a larger context.

The moment you find yourself ditching great gameplay idea to service a story for gods sake stop.

Think about Left 4 Dead or Portal. Two amazing games that ditched story almost altogether (some sly graffiti in both adds a bare minimum).

I may give the player a choice in my next map. "Do you really want a story? Break glass to hear story...".