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Re: How to tell your story [Re: Nems] #135447
07/19/07 19:48
07/19/07 19:48
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nemisis, I was thinking about your post a lot,
but I still don't understand what you wanted to say.
Can you explain it a bit more?

Re: How to tell your story [Re: Pappenheimer] #135448
07/19/07 21:28
07/19/07 21:28
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Sorry about that, my bad.

What I mean is, the way we tell our stories so far has been only from our perspective of wanting to tell a story. This way we can indulge ourselves to how we go about this, why we go about it and what we want to achieve with the delivery methods used.
All well and great and usefull...to us.

But we need our target audience (whoever they may be) to actually read or play our stories so the question arises, how would a reader/player go about getting to know us and our stories?
What motivates them to buy or try?
The other side of the coin so to speak.

My reasons are that I favour linear story telling because it is a proven method to turn over a sales figure rather than non linear directions, it also gives reader/player satisfaction in concluding an episode and a sense of accomplishment.

Why?
Perhaps this is what the reader/player is looking for.

I feel that a thorough examination of both sides may reveal a set of solutions to mix 'n match and maybe give an insight into producing non linear stories or rather, scenarios.

Re: How to tell your story [Re: Nems] #135449
07/19/07 21:50
07/19/07 21:50
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Ah, okey!

My start in looking on storytelling comes from movies where already a huge range of ways of storytelling has been proven.
The range of proven forms of storytelling in games IMO is still very small.

Film making gives already some answers about getting and holding the audience's interest within a certain timeframe, like, make the audience care for the character and make it feel the motives of his actions etc.

So, I don't worry about which sort of story or character or events the customer might like, I think that a gamemaker will get their interest as long as he respects the virtues of film script writing.

My concern is how to get an intuitiv gameplay with a broad variability
to tell good stories which are triggered through the player's actions in a way
that he is deeply involved in the emotional and intellectual messages of the gamestory.

Re: How to tell your story [Re: Pappenheimer] #135450
07/23/07 21:21
07/23/07 21:21
Joined: Jul 2007
Posts: 50
N
Nomad Offline
Junior Member
Nomad  Offline
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N

Joined: Jul 2007
Posts: 50
Just a thought here, if your not interested in the 'customers' view then probably the customer wont be interested in your methodology or story.
Unless you are super rich you are going to be one poor and unread author arnt you?

Re: How to tell your story [Re: Nomad] #135451
07/24/07 13:41
07/24/07 13:41
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I didn't write, that I am generally not interested in the customer's view.
I wrote that there are already a lot of experiences in the movie sector with the customer's view, and these experiences show that the customer's interests are not reduced on certain themes, heros or genres - which means that it makes no sense to investigate what the customer's view _is_.
Additionally the customer can not imagine whether he likes or likes not certain heros etc. because he never met them in the yet known game market.
It makes more sense to investigate how to _catch_ his interest in a certain theme, hero, genre which is interesting for _you_.
Your interest as a developer is very important, because you have to live and work with this idea over years - and this is actually a common advice for screenplay writers: Take a theme that is interesting to you, because then you are able to make the customer interested in that thing, as well.

I emphasis this, because looking at the customer's view like a mouse at a snake is a reason for the boring small range of interesting stories in the game market.

Re: How to tell your story [Re: Pappenheimer] #135452
07/28/07 12:31
07/28/07 12:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Do you know "The Big Lebowski"?
What if one could write such a story for a game combined with an immersive gameplay?

See, how a novel combined with a special twist, was the start for this movie idea, as this movie could be a start combined with a special twist for a game idea.

"While not directly based on Raymond Chandler's novel The Big Sleep, Joel Coen has said that "[we] wanted to do a Chandler kind of story - how it moves episodically, and deals with the characters trying to unravel a mystery. As well as having a hopelessly complex plot that's ultimately unimportant.""(wikipedia)

Just a simple thought: Think of an extraordinary movie which sort of story you never saw in a game.

Re: How to tell your story [Re: Pappenheimer] #135453
07/29/07 15:17
07/29/07 15:17
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
It happened that I bought tissues yesterday, the cheap were out, so I looked for others, and found tissues with prints of "Looney Tunes"!
Each package with a different pair of opponents:
- Coyote and Road Runner
- Bugs Bunny and Tasmanian Devil
- Tweety and Sylvester

This are the basics of stories of a almost never ending row of sequels:
two opponents, one who want to kill the other, one who simply want to survive.
The variations comes from the environemental conditions.

Why not making game story on this base: only _one_ opponent - this way you can concentrate on his properties and improve the ways he can interact, the more interesting he and his behaviour and character gets.
Each 'sequel' a single level with very special conditions and special items which forces you to go different strategies.

In games this is already known as boss enemy.
Try to make the boss enemy to the permanent enemy!

To get rid of the violence involved in Looney Tunes:

What was the form of The Pink Panther stories?

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