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Story and presence GDC 2013

Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate  When something is challenging it hinders our emotional to fully blossom  Axiom 1  Interaction is to create presence  We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrative Heavy rain chopping off pinky == p

The art of Dear Esther GDC Talk

Building an environment to tell a story
Robert briscoe

Started from a mod in 08
Was originally a research project it did pretty well
Was built around exploring the world

Engaging voice over
Rich detailed history and story

Make the background apart of the story telling process  immerse the player
Realism vs immersion
Looked at impressionistic paintings
They were so mysterious immersive and atmospheric

Impressionistic qualities
A string sense did light atmosphere
Evoking emotions over reality
Expressionism through the light colors

Test 2 Came more softer and colorful colors
Brought more creative freedom
Realism isn't the holy grail of immersion
Importance of detail
Connecting the story of the world

Missing important narrative details
huge potential to add to the story

Terrain is like the stage in which the story takes place
Connecting the story to the environment
Make sure the details are consistent with the story or else it wil really break the sense of immersion

Expanding the story
Pollution evident all over the island
Emphasis this land as an unpleasant place
Try to connect the character to the smaller details that connect to the protagonist
Build the past so that the story of the present makes sense
Protagonist becomes a part of the history of the environment and the story of it too.

A static environment can be detrimental to immersion
Add organic elements that make the world a believable place.

Subliminal sign posting
Indirect symbolic in nature
A representation of images emotions thoughts and feelings
Help build upon the surreal aspects

Conclusion
The art defines your experience and should help you support your goals
Not just about teaching a physicals landscape but also a emotional space
All of the details, large and small are the glue that binds the story

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GDC

Gdc was awesome as well as San Fransisco. It was nice to see people, teachers, and friends loose up and enjoy the moment of being somewhere else. Not having to worry about work or school but just to learn and enjoy the possibilities of video games, and what they can be with like minded individuals. I had fun this week and of course will miss the city by the bay. I will post the notes I took on some of the talks I went to, but right now I'm just reminiscing. Sitting in the airport I saw a quote by Walter Cronkite and it hasn't hit me till now, getting ready to leave. The Quote reads, " Leaving San Francisco is like saying goodbye to an old sweetheart. You want to linger as long as possible." I'll be back next year.

Story and presence GDC 2013

Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate  When something is challenging it hinders our emotional to fully blossom  Axiom 1  Interaction is to create presence  We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrative Heavy rain chopping off pinky == p