Unit 74 - Task 1 - Understanding Storytelling
Forms of Storytelling
Storytelling is sharing stories that are mainly improvised or ones that
have been passed down through generation such as the 'boogeyman', other forms
of storytelling are for educational purposes or to implant positive moral
values into the younger generation. Storytelling has originated since as far
back as we can look, cavemen would mix either dirt or charcoal with spit or
animal fat and create pictures on the wall, a theory was to show people their
stories about their day or life, the earliest was around 40,000 in
Eurasia.
Oral storytelling is the most popular form of storytelling and the most
favourable of these are myths, folklore and legends which have been passed down
through family's, stories ranging from Bigfoot roaming the woods to Dracula or
Robin Hood stealing from the rich and giving to the poor to Atlantis being an
underwater kingdom. Some were used to scare children from the dangers and
others used to enlighten people.
In video games there are four major sections in which stories are told,
these are:
Text Block, This is where a large block of text will
appear for the player to read and get to know the game, it was mainly used in
early games like Wolfenstein 3D, however though if you are creating a short
game with only a handful of levels then text blocks will be able to take over
cut scenes or dialogue from characters to keep the game short and simple. Text
blocks aren't usually used in the modern era by many game development
companies.
Cut scenes, This form is the most popular for bigger, AAA
companies as it allows the player to be able to sit back and watch the story
unfold before them, the development also has the ability to control how the
scene is pictured and the music behind it etc. it is a lot harder to show
emotion in a game if you allow the player to have control because they may be
jumping up on chairs while a character is dying furthermore, indie development
companies may not have the funds or resources to create a good cut scene. If
used too much though the player may seem to feel unneeded and lose interest.
,
Dialogue, The use of dialogue is used in almost every single
game you will ever play, it is a very easy way to explain how the story plays
and to help you throughout the game, dialogue such as 'go to place A and
complete task B' is almost needed in every game now. It makes it so easy for a
game to give clues and help without giving away anything.
Environmental Storytelling, widely underused
environmental storytelling is by far the most unpopular form of storytelling in
the games industry yet used right it can be the most effective. It is a way of
using no text blocks, no cut scenes and barely any dialogue to let you explore
the place yourself and find out the story. An amazing example of this is the
indie developed Slender: The arrival in which you're looking for a friend but
once you dive a little further you find notes that explain how a woman loses
her mind to the Slender.
Game Genres
Game genres is an easy way to put different games into categories and
can easily be identified from there. But within these genres are sub-genres
that further categorise a game, for example in a sports category there are 4
sub-genres within it: racing, sports game, competitive and sports based
fighting. This then allows two games such as Dota2 and Fifa to be categorised
differently despite both being a sports game.
The 8 main genres that games are split up into are:
Action - Titanfall 2, Battlefield 1
Action Adventure - Hitman, Last of Us
Adventure - Batman: The Telltale Series, Metal Gear Solid V
Horror - Slender, Resident Evil
Role Playing - The Witcher, Bloodborne
Simulation - Goat Simulator, I am Bread
Strategy - Rainbow Six Siege, Splintercell
Sports - Mario cart, NBA 2k17
Genres in games are very important when it comes to selling games, the
publishing company because depending on where the publishing company are
looking at selling their game too could mean more or fewer sales depending on
the genre of their game, as well as this, the development team may look at
creating a certain type of game depending on what sells. For example, in 2015
the most popular grossing game across all platformer was Call of Duty: Black
Ops III. Using this information, a company may look to produce a first person
shooter game over a horror game since no horror game made a feature in the top
10 grossing games in 2015.
Approaches to Writing
The approach to writing a story can be one of the most difficult tasks
since there are so many different ways to begin. The approach when starting a
game can determine how the story ends up, for example, if you use an
environment to start a story it could end differently to if you use pictures to
get influenced. The most common ways of beginning a story are:
Using a profile, where you find the people behind the story to
get ideas and go from there, you can also profile places, buildings or anything
that can kickstart a story. An example of this is in most games for example
'The Last of Us' the story focuses on the characters Joel and Ellie more than
the place in which they are.
Looking at Trends, this is asking you if there's a bigger picture
to look at, not necessarily looking at lifestyle but more crime or
economy.
Narrative, this is when you look at the characters to
start off with a story, you could also look at different scenes to start off
with. Visual Story, A visual story is looking at pictures or illustrations to
get a story and in some people's idea, this is the easiest way to begin a good
story as it already gives you an idea of what to do a story about.
Symbolism, this is using a sign or symbol to create a
story, a great example of this is in the game 'The Witcher 3', in which the
medallion is an insignia or the profession of the witcher and each style
represents another school a witcher comes from. Each path to getting a
story has their own pro's and con's behind in, looking at the character could
make the story boring as there's no real storyline only the characters past and
present. similarly looking at the terrain can lead you astray from what the
characters are like.
Representation Within Video Games
When representing people and cultures in video games there is a very
thin line between what is right and what is wrong, but all that is based on the
opinion of audiences and what they deem acceptable.
The representation of people in video games is a highly disputed even
since as far back as the 1980 and 90's when LGBT characters such as Birdo from
Super Mario Bros and Poison from Final Fight series but due to a commitment to
Nintendo's quality standards because of the preservation of the game, these
characters were either changed or completely wiped from the game.
Another representation in games that didn't end too well was the
massively popular Tomb Raider and its main protagonist Lara Croft which was an
unexpected success back in 1996 selling 7.5 million units worldwide. It was
said by Jeremy Parish in an article on 1UP.com that the main success of the
game was to Lara's sex appeal in the early stage of the game, not only this, he
said that player wanted to use Lara as they felt empathy for her ability to
survive tough situations similar to Princess peach. Furthermore, after an E3
conference in 2012, it was discovered that Lara had defended herself from an
attempted sexual assault, Mary Hamilton said it was not necessary for this to
be added into the game. She followed this by saying
"The
inclusion of the attempted rape scene raises some difficult questions. If the
scene is playable, what exactly happens should the player fail? If it is not,
why show it at all? Lara is already going through a lot – shipwreck, major
injury, a friend's kidnapping, the threat of death – and adding sexual assault
to the mix might just be over-egging the pudding."
Rockstar North's 'Grand Theft Auto V' was shrouded in controversy
because of the apparent violence against women in the game that it was banned
in around 300 Target stores throughout Australia. The general manager of corporate
affairs said he spoke to customers about the controversy and there was a vast
majority that was against the game. It was claimed by one that there isn't
enough room for women in the game except for being regarded as prostitutes and
strippers, this can be countered by saying male prostitutes and strippers and
nowhere near as popular as female ones and when you take these factors out the
equation then there are an equal number of men and women NPC's roaming the
city.
The representation of cultures in games is another big talking point in
the game industry, the way some countries or religions are shown as evil or
aggressive is a very controversial topic. In Call of Duty: Modern Warfare 2
there is a mission called 'No Russian' in which you don't have an option but to
carry out a massacre in an airport. The backlash of this was the game being
banned in Russia and all sold copies being recalled. Furthermore, a YouTuber
pointed two painting that offended the Islam religion, Activision soon removed
the questionable paintings and issued an apology to all Muslims.
Emotional Themes
Emotional themes are when companies play on different emotions of the
player to enhance the game. The psychological impact of playing games is
underlooked for the most of the time. When a player is angry or upset at a game
people see it as normal but that's just the effects of the game, not all games
appear to be this way so what if development companies set out for this in mind?
Getting a strong reaction will allow the player to remember the game easier.
A great game that captures the emotional side of a player is in
the game 'The Last of Us', published in 2013 by Naughty Dog. It tells the story
of Joel and Ellie as they travel through the ruins of America after a zombie
(known as the infected) outbreak. Joel and Ellie must reach the Fireflies so
that Ellie can be tested for a cure but as the 15-hour campaign plays out we
feel a connection growing between not only the two main characters but the
player themselves.
Another feature in the game that draws the attention from the player in
the music. Created by Gustavo Santaolalla specifically for the game its a very
crucial part to the game and it wouldn't be the same without it. With games
that make us feel as Last of Us does, it creates an urgency for there to be a
sequel, after years of speculation there is now a trailer for The Last of Us 2
in which shows us a snippet of what the follow-up game holds. However, games
can't make a game after a game based upon this one factor and so (which they
have done so well) they can't make sequel after sequel on emotion.
Interactive Story
An interactive story simply means that the player has control of how the
game pans out over the course of the campaign. The game allows players to
change how to game is played and for some players, this is a better experience
overall. The majority of video games all have the same linear path when it
comes to the story but interactive stories allow you to branch off and explore
yourself.
Interactive stories aren't just video games, popular board games like
dungeons and dragons allow you to create the story as you go. The players will
be given their surrounding and they create the game by choosing what they want
to do after which the 'dungeon master' rolls a 20 sided dice to decide whether
their plan works or not.
One of the best examples is Telltale game series 'The Walking Dead'.
Originally released in 2012, the game is based directly on the comics and aside
from the main checkpoints, the player can decide what happens in the story. The
first episode sold one million sales within the first 20 days and by the end of
2012 8.5 million units had been sold and by the time series two ended those
sales had risen to 28 million units, it topped the sales of PlayStation and
steam this highlights how popular a game like this is. It is now in its third
series and sales continue to rise, highlighting that people want to play a game
like this. The success can easily be accounted to the comics and tv show
because they are so popular by themselves.
Games with interactive stories aren't as popular as linear games
however, this may be due to not having a big enough background as the walking
dead does, with this factor in mind the development of games with interactive
stories may decrease unless a majority of fans decide to say they want it,
which is unlikely because they trust the developers to create a good enough
story.
Writing Strategies
Creating a good story is never luck, every writer has their own take on
how to write the perfect story. Every successful uses their own unique ways to
control the procedure of their tale. Different strategies allow the writer to
flow when creating a story, a strategy can be anything from the way the story
is set out to having a captivating opening paragraph.
In games the writing strategies are very similar, there is a beginning,
middle (which includes a climax) and then the end. But if all stories follow
this then why do all stories differ? it's all due to how the writers set out
their work. When writing for a game it's hard to keep the story captivating but
steering away from the cliche that has been around for years, interactive
stories allow you to do this much easier than linear stories, however, linear
and more focused stories are much more popular by developers. The best part about
different writing strategies is that you are allowed to take the story in
whichever direction you please but on the other hand, it may be difficult to
find a writing strategy that fits you personally and works.
The most popular writing strategy is probably third person writing in my
opinion. Third person writing is using 'them and they're' instead of 'I'. We
learn third person writing in primary school and yet it is still the most
commonly used within books. Books such as Harry Potter which was very popular
then was turned into a film series.





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