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Game Design Narrative Design

Narrative Context.

On several occasions I’ve recounted events that took place while I was playing a game. I’ve described in detail the actions I took and the consequences of those actions, as well as explaining my motivations and emotional reaction to such events: Jumping out I threw a Molotov at the pursuing vehicle. The Molotov hit the […]

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Game Design Narrative Design

A Human Reaction.

Warning: The following contains spoilers for the later stages of Far Cry 2. It could be argued that the power of any work lies in its ability to make us question ourselves and our own beliefs.  This is something games are already capable of, though maybe those responsible don’t even realise it. In a comment to […]

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Films Narrative Design

Sequels: Continuing the Story.

Sequels focused on continuing a story started in the original can be uniquely challenging. Freed of the need to introduce world and characters the focus shifts to expanding the world, and a deeper exploration of the central themes. Providing a bigger context, a broader canvas, on which to explore the escalating consequences of the actions of the […]

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Game Design Narrative Design

What a Waste.

There comes a moment in Fallout 3 where, standing staring around at the skeletal trees and blasted earth, you realise all the mounds of rock you’ve been climbing over were once buildings; offices, apartment blocks maybe even shops and schools. In that moment you can see in your mind what that alternate history version of Washington D.C. might […]

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Game Design Narrative Design

Don’t worry, it won’t hurt you.

Far Cry 2 is a desolate wasteland all but devoid of life. The few souls you do meet are all out for themselves. Most are content to shoot first and not bother with the questions. The few “buddies” you do acquire are little better, each is out to get what they can from you and the […]

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Narrative Design

Out of your control.

Warning: The following post contains plot spoilers for the final chapters of Mirror’s Edge. “Complete the game without shooting an enemy.” This is the description for the “Test of Faith” Achievement in Mirror’s Edge, and it highlights one of the more interesting ways to play the game. It is also a lie, in spirit if […]

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Narrative Design

Wasteland Detective.

Warning: Fallout 3 main quest spoilers. Do not read if you don’t want spoilers for “Following in His Footsteps” or “Scientific Pursuits”. Quests in Role Playing Games can feel very similar. Go to an area, talk to a specific NPC, kill some creatures, find an object and return it to an NPC, add these elements together in […]

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Narrative Design

The Wrong Target?

Almost since their very inception artists working within the various traditional entertainment media have been pushing against the boundaries of what is possible for narrative within their chosen field. In literature we have works like the Dictionary of the Khazars that encourages readers to piece together the “story” from fragmented often conflicting accounts, while in film […]

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Literature Narrative Design

A matter of character.

A cast from all walks of life: young and old; rich and poor; the law abiding, the lawless, and those somewhere in between; prostitutes, thieves, murderers and lawyers. Characters that are exaggerations yet still human and all the more memorable for it. Crime, violence and a think vein of social satire, not to mention racial controversy. I’m not actually talking […]

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Game Design Narrative Design

Gameplay Contract.

The request of The Omar, the cyborg black marketeers of Deus Ex: Invisible War, is made when you throw something at them, repeatedly. It’s a little strange to hear this retort each and every time you throw a lamp, or cup at their heads but if you are constantly bombarding them with junk and getting the same […]