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The
Importance of Story The
first secret is "story." When I say story I am not talking
about a linear "once upon a time" type story. I am talking
about an all encompassing notion, a "big picture" idea of
the world that is being creating. A set of rules that will guide, the
design and the project team to a common goal. It is this first step
that will insure the created world will be seamless. If you are creating
a game or attraction based on, let's say "pirates", you'll
need to play your audiences expectation like a violin. You want to pamper
them by fulfilling every possible expectation of what it must be like
to be a pirate. Every texture you use, every sound you play, every turn
in the road should reinforce the concept of "pirates!" If
you successfully establish a strong enough "story" early on
in your design process, you will have little trouble keeping your team
focused. If you break any of the rules, more often than not your team
will argue, "we can't put that in there, that's not at all 'piratey'!" Most
important of all is once you have created this story, or the rules by
which your imagined universe exists, you do not break them! These rules
can be broad, but if they are broken your visitors will feel cheated.
They will be slapped in the face with the contradiction and never again
allow themselves to be as lost in your world as they may have been at
the onset. "Where Am I?" In
the telling of your "story," the next most important task
is to answer your audiences first question.... "Where am I?"
No matter how well designed your environments are, if your audience
can not answer this question in the first 15 seconds, you are already
lost. This can be as simple as "Oh, I am in a dark warehouse."
or "Ah, I am in the hold of a ship." Wherever it is, your
first job is to present your audience with the opportunity to answer
this question for themselves. Your next question to answer is "What is my relationship to this place?" No matter how gorgeous your medieval castle, or abandoned space station might be, if they can't figure out what their role is in this place, you have missed out on a marvelous opportunity to pull your audience deeper into your world. This need not be done with lengthy CD liner notes or costly Intro AVIs. Clues can be left throughout your environment. Although you may not know who you are, you should be able to begin to have a notion based on your initial location. Valve's Half Life does an award winning job of playing with the player's desire for self identity, but only lets them come to a conclusion through their experience of the physical space and random encounters with peripheral game characters. One
of the most successful methods for pulling your audience into your story
environment is through the use of "cause and effect" vignettes.
These are staged areas that lead the game player to come to their own
conclusions about a previous event or to suggest a potential danger
just up ahead. Some examples of "cause and effect" elements
include, doors that have been broken open, traces of a recent explosion,
a crashed vehicle, a piano dropped from a great height, charred remains
of a fire... etc. These "cause and effect" bits of storytelling
can help the game player better understand where they are and what they
might expect to experience further on. Putting in an element just because
it is "cool" misses a vital opportunity to use that element
to help further your story along.
"Cause and effect" elements can also depict the passage of time. A game character may return to a place that they had become familiar with earlier in the game, only to find it completely altered. This may be due to a cataclysmic event, or the disappearance of elements remembered from a previous visit. "Cause and effect" elements could also be triggered directly by the actions of the game player. The best examples are found in games like Half Life and Duke Nukem 3D. In the case of Duke Nukem, the game player reaks havoc on his environment, blasting toilets, setting fire to palm trees, and making Swiss cheese of many architectural elements. After a lengthy Deathmatch, there is not doubt as to what has transpired in Duke's futuristic Los Angeles. Another powerful trick is to use the familiar in your designs. If your goal is to create an environment that is totally alien, it pays to periodically give your audience something familiar to anchor them themselves to. All too often, game designers will create a level built entirely of pulsating walls of intestine like material. Although the concept of such a place may sound "cool," it does more to alienate the game player than draw them in. If you can periodically give them some reference point... such as, "Oh, I am in a spaceship" or "Hey, this must be the engine room" you will be doing them a great favor. Even something like "Wow! These look like alien toilets!?!" will bring your audience back to relating to the environment, and even lend a little humor. |
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