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Utilise the fact that games can take many different branches and taking advantage of this makes a good game.
Protagonist​
The main character... HIM
They have wants, needs, motives and change throughout the story.
You normally play as them.
The more story focused a game is, the more defined the protagonist will be.
Games with no story focus doesn't really have a protagonist... just the player.
An enticing protagonist should want something, have some purpose, goals, motives.
Protagonists with goals and conflicts are normally voiced, however it should be a conscious decision whether or not you want your hero to speak or not.
Games with less of a story focus tend to go for a silent protagonist (skyrim, portal, etc.)
Sometimes you play a character who isn't the antagonist but isn't really a hero... we call this the Anti-Hero .
You need to ensure that your Anti-Hero is likeable, which can be harder than making a hero.
This is because they do bad things but you need to set the context so that we understand that they're doing it for a good reason.
Antagonist​
The villain of the story.
Establish the story's conflict and are the protagonist's driving force.
Aim of the story is usually to defeat the antagonist.
They usually give the protagonist their reasons, they set the story.
Three Act Structure​
Act 1: Setup
Sets up the world, characters, protagonist, and antagonist.
This act ends when the inciting incident occurs.
This is where the situation changes and the player's goals for the rest of the game are established.
Act 2: Confrontation
AKA rising action.
This is where we find the protagonist trying to solve the conflict only to find themselves in a worsening situation.
A plot point at the end of this act will start the 3rd act (could be a goal change for example.)
Act 3: Resolution
This is where the story and subplots are resolved.
Questions are answered.
It leaves the protagonist and other characters with a new sense of who they really are.
Storytelling methods​
Cutscenes​
Pre-made scenes that help further the story.
Characters talking, action happening, transitioning between levels, etc.
They allow for pre-defined cinematic content that developers want the player to see.
2 types:
In-game
Game is temporarily disrupted.
Player loses and control.
Cinematic
Used for more direct storytelling purposes.
Composition, multiple cuts, it's more like a movie.
Sometimes they've been pre-rendered, meaning its just a video that's playing.
Dialogue​
Generally a choice.
Can allow multiple outcomes by choosing what they say.
Environmental Storytelling​
Use the game world to give context to the setting and story.
Game World Items​
Things like books and audio logs which can explain elements of the story or history of the world.
Useful for games with in-depth lore that cannot be explained throughout the story.
Narration​
Good method to explain the story to the player or guide them through the game.
The narrator can be an ambiguous voice, or a character in the game.
Portal is a good example where the antagonist is the narrator.
Choices​
Choice is what makes games stand out from movies and books.
Pros : allows the player to feel like their actions matter, provides replayability, allows for a more immersive story,
Cons : can be harder to design, lack of varied endings can make choices seem useless, may not be the type of experience you're going for.
Types of stories : Linear, multiple endings, branching story.
Non-story choices​
Not all choices need to affect the story.
RPGs are popular because of the customisations.
Morality systems​
Is a nice way of shaping how your character behaves.
Speaking in cutscenes for example.
It can change and shape the world around you, are you a good person or a bad person?
Tasks that the player needs to complete to progress through the game.
They can either be given out automatically or the player must seek them out.
Types:
Main : Linear progression that guides you through the story.
Side : Complement the main quest line, enhance world building and provide small stories to tell.