Search Unity

Games are a storytelling medium and people are primarily consumers of stories.

Discussion in 'Game Design' started by Master-Frog, Dec 4, 2015.

  1. Master-Frog

    Master-Frog

    Joined:
    Jun 22, 2015
    Posts:
    2,302
    But now we need to make people actually do something as part of the story.
     
    TonyLi likes this.
  2. RockoDyne

    RockoDyne

    Joined:
    Apr 10, 2014
    Posts:
    2,234
    No, what people do is the story. It's the designers role to create what the player can do and typically setting up the conflict(s) that the player is doing things against.

    Think of holding hands in Ico. The player has to do it because the conflict forces the two characters to maintain close proximity, but eventually it takes on an emotional importance.
     
    Master-Frog and Teila like this.
  3. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,694
    Yes, I really agree with this. "Show" is still passive, which is fine for film. There's a place for "show" -- I love a good scripted story in games. But in many games I think "enable" > "show" > "tell" (as RockoDyne just gave an example of).

    I don't want to sidetrack this thread, but it would be interesting to discuss ways to enable players to make stories (i.e., do things) more than be passive observers of scripted stories.
     
    Teila likes this.
  4. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,932
    We should do that in a different thread though, it would be lost here. :)

    Should I do it or you?
     
  5. Master-Frog

    Master-Frog

    Joined:
    Jun 22, 2015
    Posts:
    2,302
    You guys can share it.
     
    Teila likes this.
  6. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,694
    I'll keep an eye out for a thread if you have a chance to start one.