Storytelling Tools
Storytelling Tools to Boost Your Indie Game’s Narrative and Gameplay
Storytelling Tension and Flow
Basics of Storytelling
- Internal & External Motivation
Intrinsic & Extrinsic Motivation
External motivation is the desire to change something in the world outside
- Richer, Travel
- Internal motivation
- Usually overcome a problem (emotional)
Plot Structure
- The Character has their goal
- Need a well-structured series of events through which change will happen
- The plot controls the speed of progress of the tension arc in the experience
Start before your big event begin
- You Don’t start your story with (you are a wizard Harry)
- Set up the character, the situation, and the basic rules
- This is otherwise known as ‘the tutorial mission’
- It is important to build Empathy
- We must want the character to overcome the challenges ahead
- Before we reach the lake in Firewatch, we know a lot about Henry’s life (setting up his external and internal objectives)
The inciting Incident
- Now your player knows their place in the world, we can start to set up the challenges
- Increase the narrative or mechanical tension
- Add an antagonist/enemies, risk, or a break in the usual situation
- Overcoming this problem is usually the external motivation of your plot
The player avoids the problem
- The player usually does not go straight for attacking the problem
- They either explore, avoid, or attempt smaller battles
They make a choice to act with intention
- After a while, the player feels they know enough of the territory to make a focused choice to act
- Or there is no choice left but to act.
- e.g. “I’d better use the map more”
- They engage with the external objective of the game/story
The complexity increases
- The basic abilities seem less effective, new enemies are added, new story elements show that things were not so simple…
- Tetris is a masterpiece because of the complexities is in the gameplay, the complexity is changed by player’s choice. Storytelling moment.
- (Narrative, mechanical, or both).
Example
- In Virginia we see divisions between the protagonists, and dreams call reality into question
- In Firewatch an extra layer of conspiracy is added
- In Fragments of Him, Will doubts if he can sustain a relationship without hurting others.
Complexity raises the stakes
- The first strategies and weapons are no longer enough
- In shooters, new patterns and combinations of enemies are added
- Enemies use better targeting, more bullets, or homing missles
- Enemies get dangerous new abilities
Hope overcomes fear … With effort
- The player finds new weapons or strategies to overcome the enemies (external change, e.g. power-ups or grinding)
- They find strength they never knew they had (Internal change)
- They character learns to unite their skills/team behind a purpose
- It has high risks, but it’s the only hope
‘The Black Moment’
- All the hopes of overcoming the problems are at risk
- The final boss is killed … But this is not even the final form
- All the knowledge, the relationships, and the strategies developed through the player/character’s experience are needed to overcome this final challenge
And then you end it as fast as possible
- Keep the ending neat and short
Basics of Storytelling
Tha’t’s a model for most stories
- As a player/character journey, it fits most strong experiences
- This works on an intuitive and emotional level to feel rewarding
- But…
Making a thriller, action, or a horror story?
- There’s an additional bit of the structure you might want to consider adding
- ‘The grabber’ is a burst of action or fear at the beginning that promises the future of the game before it slows down for the ‘before the inciting incident’ scene building
- It’s a way to let the player know that there is exciting moment ahead
- In horror stories, you also often have a final moment of fear at the end (Evil lurks)
- But you also sometimes have this for thrillers, where the defeated organization has actually survived or the war was bigger than the one battle we’ve seen.
Scene structure
- All scenes or levels of your game must have:
- an objective (a target player goal or experience)
- ‘conflict’ (something that makes the objective more difficult to reach: narrative/mechanics/both)
- an outcome is then reached by requiring change from the player
- They either resolve or adapt to the conflict, building to the next part of the experience
Narrative example: Aliens versus Predator
- Objective - reset power to get the colony working
- Conflict - the player successfully resets the power, but it blows circuits across the colony
- Outcome - The colony is more at risk than before and the character’s life is more complex
Another example: Mechanics: God of War
- Objective - continue killing everything
- Conflict - enemies with shields block the usual attacks
- Outcome - the player needs to use new attacks to progress, making the game more challenging - complexity increases for the player
Games are players’ stories
- If your game feels flat, then thinking of your player’s experience as a story
- Here are four debug questions to ask if a game, event, or level feels unsatisfying:
- Is the player’s objective clear?
- Is there escalating mechanical or narrative conflict, or is it only repetition?
- Does the outcome meaningfully add to the mechanics, narrative, or both?
- Over the level or the game was there change from the start to the finish, for the player, the character or both?
Conclusion
- Good designers already intuitively use story structures to create compelling and rewarding games
- Learning to do it consciously is a powerful way of understanding how we shape the great experiences
- Whether your game is narrative or mechanics oriented, learning to think like a storyteller helps you make intelligent player-focused design choices