Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
DICE 2012: How social and mobile are creating the 'new arcade'
 
Road to the IGF: Alexander Bruce's Antichamber
 
What Nintendo's 2011 sales mean for Wii U, third parties [9]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Airtight Games
Senior Environment Artist
 
Airtight Games
Software Engineeer
 
Tencent Boston
Senior Server Programmer
 
Zindagi Games
Associate Producer
 
Spooky Cool Labs
Software Developer - Games - Front End (Unity 3D)
 
Spooky Cool Labs
Marketing Director
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [9]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [34]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
The Principles of Game Monetization
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing?
 
Did DoubleFine Just break the publishing model for good? [3]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
 
Xbox LIVE Indie Games at it Again
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
by Don Carson [Game Design]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
March 1, 2000 Article Start Page 1 of 4 Next
 

For the past 15 years I have worked as a designer for many theme park, computer gaming, and software companies. In every project I undertake, I am faced with the same challenge, "How do I draw my audience into my imagined world and make them want to stay?" Whether it's a 100 million dollar Disney ride, a 3D shooter, or a kid's entertainment title, it is my objective to tell a story through the experience of traveling through a real, or imagined physical space. Unlike a linear movie, my audience will have choices along their journey. They will have to make decisions based on their relationship to the virtual world I have created, as well as their everyday knowledge of the physical world. Most important of all, their experience is going to be a "spatial" one.

If I have an all encompassing desire for any computer game I play or themed attraction I visit, it is this:


Take me to a place that:

  • Lets me go somewhere I could never go.
  • Lets me be someone I could never be.
  • Lets me do things I could never do!

The Evolution of 3D Gaming

Within the past decade we have been witness to the evolution of the 3D gaming universe. In games such as Wolfenstien, Doom, and now Quake 3 Arena, we can visit and explore worlds on our computer screens that are increasingly dramatic and realistic. The notion of walking through theatrical environments like those found in Cyan's Myst and Riven, real time, are not that far fetched. Yet, despite our staggering leaps in technology, the game play remains relatively unchanged. We may be transported into ever engrossing and elaborate theatrically lighted cathedrals, but the fact is, we are still simply killing each other. Please understand, I have nothing against 3D shooters. I have spent countless hours with a rocket launcher in my hands and know the glories of a low Ping rate. This doesn't change the fact that on many occasions I have been blown to bits because I dared hesitate to admire a beautiful piece of virtual architecture.

Quake 3 Arena demonstrates the increasingly dramatic and realistic nature of 3D technology

Despite these technological miracles, the audience that experiences these worlds are relatively small. Bloodshed and mayhem rein supreme, with many a computer savvy cyber gladiator having to wrestle a 3D accelerator card into the guts of their increasingly obsolete PC. But, times are changing, and it seems that we are on the brink of an untapped market potential. With more PC's coming onto the market with 3D accelerators built in, it is quite possible that your everyday Joe will have the power to visit increasingly realistic worlds from their desktop.

Theme Parks and the Virtual World

Prior to the mid-1990's, my experience and interest in the computer gaming world was marginal. Not until the release of games like Myst and Doom did I fully see a potential bridge between the theme park world I was working in and the world of the computer on my desktop. As my professional computer experience has grown, so has my belief that the two worlds are not that far apart. True, their audience demographics may be slightly different, but in many ways they face the same challenge: How to bring people into their created worlds and keep them immersed and entertained. Now with the growing popularity of multiplayer and internet games, computer environments are treading on a realm, until now, reserved for the physical world. Many thousands of people are connecting and participating in these virtual worlds with total strangers for one reason.... namely, the allure of the "shared" experience. A chance to make a human connection in these new worlds and to be able to say, "HEY! Did you see THAT!?"

One of the trade secrets behind the design of entertaining themed environments is that the story element is infused into the physical space a guest walks or rides through.

Because of this, there is a lot of knowledge that should be shared between these two seemingly different industries. Amusement parks have been entertaining people for over a 150 years. In the past 50 years theme parks like Disneyland, have taken the art of spatially entertaining people to new heights. No longer are rides simply a short lived thrill, now guests are fully immersed in stories, where they play the main character. Over the years these designers have developed tricks and trade secrets that (from experience) they know will work.

Environmental Storytelling

One of the trade secrets behind the design of entertaining themed environments is that the story element is infused into the physical space a guest walks or rides through. In many respects, it is the physical space that does much of the work of conveying the story the designers are trying to tell. Color, lighting and even the texture of a place can fill an audience with excitement or dread.

Much of this is done by manipulating an audience's expectations, which they have based on their own experiences of the physical world. Armed only with their own knowledge of the world, and those visions collected from movies and books, the audience is ripe to be dropped into your adventure. The trick is to play on those memories and expectations to heighten the thrill of venturing into your created universe.

 
Article Start Page 1 of 4 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.