Videogame and Storytelling
Videogame and Storytelling
Emergent storytelling.
by
Lorenzo Tomassini
INTRODUCTION
Any kind of debate over video gaming and, especially, the art of
storytelling in games the first thing should begin with a thorough
analysis and clarification of the key role played by interactivity.
Yet such an analysis can't be done without a clear knowledge of
the way the two main media of our age (namely books and
movies) have shaped and developed storytelling.
From the script, where words are used to describe places and
actions and develop the plot, to the use of the body language of
actors. From the unique set-up of a director to the use of lights and
cameras of a DOP. Every aspect of a movie is designed to enhance
the possibility of telling a story through images.
The audiovisual experience offered by a movie is indeed a brand
new dimension of artistic expression, especially when compared
to the experience provided by a book.
In fact, it is clear that literature is characterized by the use of
words to “express ideas over time”, therefore it is a mono-
dimensional medium; whereas films present this same feature with
the addition of a second element: a “ sensory experience “, a new
input that defines this medium as bi-dimensional.
“I'm a Duke in Wales, right? I'm getting older, my wife's getting older,
and I have no sons.
So my useless half-brother is my heir. I'm beginning to fret about the
whole situation, exploring options, thinking about getting a divorce.
Assassinating the missus is out of the question- she's my Spymaster,
after all, and a good one. She'd see it coming from a mile away.
Anyway, I get the chance to have an affair with my useless half-
brother's wife. I take the game up on the offer. A few months later, my
wife still isn't pregnant, but the in-law is!
My useless half-brother, discovering his wife's condition, decides to
try to kill me. My wife, being the Spymaster, brings the plot to my
attention. I decline to fill her in on the whys and wherefores. I try to
lock the cuckold up, but he flees to another court, leaving his very
pregnant wife behind. It turns out to be a boy! Still without a son from
my own blushing bride, I legitimize the bastard, naming him my heir.
My wife, finally piecing together the whole sordid business, throws up
her hands in despair and takes off for a nunnery. “
These are all the mechanisms that are at work in Crusader King 2.
And what they all do is, essentially, putting the player at the heart
of the game. Not only by giving a pre-determined story to be
played as the lead character, but by offering a world that creates
the chances for interaction. A world with its own rules and
mechanisms where, thanks to the gameplay, every player can write
a unique and personal story. And the way the game does so is by
using in a very interesting way all the mechanisms typical of the
act of story-telling, yet without telling any story but simply
generating conflict.
In brief: the game doesn’t tell a story, it creates conflict. This is the
gist of it.
Now let's take a look at the other game - The Witness - to try and
understand what the other main qualities of Emergent storytelling
are.
This is what The Witness is all about. And this is what every
player does when playing The Witness. The player tries to give a
meaning to a game which is about our innate process of looking
for meaning in what is just chaos.
Chapter 3
Chapter 1
development/designing-game-narrative-how-to-create-
a-great-story )
different-kinds-narrative-structure-short-
stories-22387.html )
Chapter 2
www.youtube.com/watch?v=f1Sc6segX_Q )
- Stories - ( https://forum.paradoxplaza.com/forum/
index.php?threads/tell-your-funny-stories.
636767/ )
www.youtube.com/watch?v=YdSdvIRkkDY&t=3s )
- Chapter 3