Narrative

Story

Kishotensetsu

  • This describes the structure of classic Chinese, Korean and Japanese narratives:

    • Introduction

    • Development

    • Twist

    • Conclusion


Characters

Player – Character Relation

  • In Batman: Arkham Knight helps you feel like Batman by giving you all the gadgets used by batman to kill the enemies.

  • In Hitman its repetition, you will play through the same level multiple times to find which door, which exit, which disguises will help you complete the mission in the best way possible. To nudge the player in the right direction, items that you haven't been picked up yet will still be shown as clues when you reach a spot where that item can be used. This pattern reduces the clear difference in the character between the player and the game character.

  • This is unlike Dark souls, where you fail again and again to succeed later. In Hitman you might succeed but you will repeat it, again and again, to succeed in a more satisfying way.

Villain

  • A villain is someone you want to engage with. Even if it is to kill them. They should have a good reason and clear objective for their own reasons. Sadism just for sadism isn’t a very good reason for a villain to act like that. The villain should have a motivation other than hurting people for no reason.

  • And the hero should always oppose it for some other reason. However, entertaining the villain is, he has to lose in the end.

  • The villain can win every single time but lose at the end and they should lose big. At the end of the day, good defeats evil.

NPCs

  • Having NPCs interact with you more creates a more fully-fledged character than a one-liner one-dimensional character. The thing to keep in mind when creating a new character:

    • Physiological or Physical: What do they look like and how do they move?

    • Sociological: What happened in their past, what were their upbringing, and what’s happening now in their life?

    • Psychological: How is the character shaped due to the other two factors. What is their attitude, opinion, and view of the world and how do they reveal that through their actions.

  • If any of the 3 parts isn’t explored then the player wouldn’t care for that NPC.


Dialogue

Writing

  • In movies or a TV show, there is 1h of footage with 20-30 mins of dialogue. While in a game, there is 1h of footage with 10 mins of dialogue. So, a game needs to tell the story through the gameplay. The mechanics should teach us about the characters and reinforce the plotline.

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