1st Edition

Interactive Storytelling for Video Games A Player-Centered Approach to Creating Memorable Characters and Stories

By Josiah Lebowitz, Chris Klug Copyright 2011
    332 Pages 100 B/W Illustrations
    by Routledge

    332 Pages
    by Routledge

    What really makes a video game story interactive?
    What's the best way to create an interactive story?
    How much control should players be given?
    Do they really want that control in the first place?
    Do they even know what they want-or are their stated desires at odds with the unconscious preferences?

    All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

    Chapter 1: Game Stories, Interactivity, and What Players Want

    The Importance of Stories

    Stories in Video Games

    Interactive Stories vs. Traditional Stories: The Great Debate

    Summary

    Things to Consider

    Chapter 2: A Brief History of Storytelling in Games

    The Early Days

    The Beginnings of Game Stories

    Text Adventures and Interactive Fiction

    RPGs, Adventure Games, and the Growing Importance of Stories

    The Cinematic Evolution of Game Stories

    Game Stories Today

    The Limits of Storytelling in Games

    Summary

    Things to Consider

    Chapter 3: The Hero's Journey and the Structure of Game Stories

    Types of Stories Best Suited for Games

    The "Best" Story Types

    Using Non-Ideal Stories

    The Hero's Journey

    What is the hero's journey?

    Structure of the Hero's Journey

    Stage 1: The Ordinary World

    Stage 2: The Call to Adventure

    Stage 3: Refusing the Call

    Stage 4: The Mentor

    Stage 5: The First Threshold

    Stage 6: The Journey

    Stage 7: The "Final Dungeon"

    Stage 8: The Great Ordeal

    Stage 9: The Prize

    Stage 10: The Road Home

    Stage 11: The Return

    Modifying the Structure

    Stage 1: The Ordinary World

    Stage 2: The Call to Adventures

    Stage 3: Refusing the Call

    Stage 4: The Mentor

    Stage 5: The First Threshold

    Stage 6: The Journey

    Stage 7: The "Final Dungeon"

    Stage 8: The Great Ordeal

    Stage 9: The Prize

    Stage 10: The Road Home

    Stage 11: The Return

    Common Themes and Clichés in Game Storytelling

    Common Clichés and Themes

    The Amnesiac Hero

    The Evil Vizier/Minister/Aide/Etc

    No One Noticing the Evil Vizier/Minister/Aide/Etc

    The Last of His Race

    I am Your Father

    A Party of Clichés

    Saving the World from Evil

    The Ancient Civilization

    Why Clichés are Used

    When to Use and When to Avoid Story Clichés

    Rule 1

    Rule 2

    Rule 3

    Rule 4

    Summary

    Things to Consider

    Chapter 4: The Story and the Characters

    Story Flow and Progression

    The Importance of Proper Flow and Pacing

    Don't Neglect the Little Things

    Keeping the Player Engaged

    Character Development

    Common Character Archetypes

    The Young Hero

    The Reluctant Hero

    The Best Friend

    The Special Person

    The Mentor

    The Veteran

    The Gambler

    The Seductress

    The Hardened Criminal

    The Cold Calculating Villain

    Advantages of Using Archetypes

    Disadvantages of Using Archetypes

    Making Characters Believable

    Character Actions and Decisions

    Character Dialogue

    How Much to Tell and Not Tell Players

    The Importance of Backstory

    How to Tell the Backstory

    Earth and Beyond, the MMO

    Deciding What to Tell

    Sometimes a Mystery is Best

    Summary

    Things to Consider

    Chapter 5: Making Stories Emotional

    Connecting With the Characters

    The Fine Line Between Drama and Melodrama

    Making the Player Cry

    Summary

    Things to Consider

    Chapter 6: Defining Interactive and Player-Driven Storytelling

    What makes a story interactive?

    What makes a story player-driven?

    Interactive Storytelling as a Spectrum

    Fully Traditional Stories

    Interactive Traditional Stories

    Multiple-Ending Stories

    Branching Path Stories

    Open-Ended Stories

    Fully Player-Driven Stories

    How Stories are Classified

    Games without Stories

    Summary

    Things to Consider

    Chapter 7: Fully Traditional and Interactive Traditional Stories

    Fully Traditional Stories

    Fully traditional stories, Video Games, and Why They Don't Mix

    Interactive Traditional Stories

    Creating Interactive Traditional Stories

    Player's Characters Speaking Dialogue

    The Strengths of Interactive Traditional Stories

    The Weaknesses of Interactive Traditional Stories

    Summary

    Things to Consider

    Chapter 8: Multiple-Ending Stories

    Creating Multiple-Ending Stories

    What types of endings should a game have?

    Choosing Where to End the Game

    How many endings does a game need?

    Determining Which Ending the Player Sees

    Multiple-Ending Stories and Sequels

    The Strengths of Multiple-Ending Stories

    The Weaknesses of Multiple-Ending Stories

    Summary

    Things to Consider

    Chapter 9: Branching Path Stories

    Creating Branching Path Stories

    Types of Branches

    Minor Branches

    Moderate Branches

    Major Branches

    Deciding Where to Place Branches

    How many branches should a story have?

    Japanese Visual Novel Games

    The Strengths of Branching Path Stories

    The Weaknesses of Branching Path Stories

    Summary

    Things to Consider

    Chapter 10: Open-Ended Stories

    Creating Open-Ended Stories

    The Main Plot

    The Branches

    The "Distractions"

    The Strengths of Open-Ended Stories

    The Weaknesses of Open-Ended Stories

    Summary

    Things to Consider

    Chapter 11: Fully Player-Driven Stories

    Creating Fully Player-Driven Stories

    Creating a Setting

    Creating Rules of Interaction

    The Problem with Fully Player-Driven Stories in Video Games

    MMOs

    The Strengths of Fully Player-Driven Stories

    The Weaknesses of Fully Player-Driven Stories

    Summary

    Things to Consider

    Chapter 12: The Argument for the Supremacy of Player-Driven Storytelling

    The Evolution of the Art Form

    Giving the Writer Greater Freedom

    Strengthening the Player - Character Bond

    Giving the Player What He Wants

    Summary

    Things to Consider

    Chapter 13: The Argument Against the Supremacy of Player-Driven Storytelling

    The Fine Art of Storytelling

    Time, Money, and Player Interest

    The Added Time and Expense of Creating Player-Driven Stories

    Adding Interaction at the Expense of Other Elements

    Who is going to see it all?

    Keeping the Story Interesting

    Story Structure and the "Ideal" Chain of Events

    The Problem with How We Think

    Trying to Correct a Mistake

    Loss of Impact

    The Illusion of Control

    Giving the Player What He Wants

    Summary

    Things to Consider

    Chapter 14: What Players Really Want: The Most Important Issue

    Do players know what they really want?

    The Survey

    How important are game stories to players?

    What Players Say They Want

    Story Preferences by the Numbers

    What Players Really Want

    The Best Game Stories

    Further Analysis

    Do stories sell games?

    Buying Habits by the Numbers

    Further Analysis

    Summary

    Things to Consider

    Chapter 15: The Future of Storytelling in Games

    Stories Then and Now

    The Key Arguments

    What Players Want

    Looking Towards the Future

    The Most Popular Types of Storytelling

    A Future for Everyone

    Things to Consider

    Glossary

    Appendix A: Game Writing Groups and Other Useful Resources

    Appendix B: Survey Data

    Bibliography and References

    Biography

    Josiah Lebowitz

    Lebowitz and Klug's tag-team approach to the subject makes this an engaging read, even for seasoned interactive storytellers. The combination of Lebowitz's theory and Klug's field experience present both new and experienced game writers with both the promises, and the challnges, of experimenting with game narratives. The use of diverse case studies, which cover everything from the classic Final Fantasy VII to the Japanese visual novel genre, provide readers with the opportunity to engage Lebowitz and Klug's ideas and inspire innovation in their own writing. The exercises and questions both guide readers through the key points, and encourage application and exploration, perfect for a classroom setting.
    -
    Kathleen Dunley, Faculty Chair-English, Rio Salado College