ABSTRACT

A Narrative Designer is someone who meshes storytelling with gameplay. For this chapter, the focus is on Narrative Design for gameplay-driven games. It covers how content has to be shaped to fit the platform of the game, the differences between linear and non-linear thinking, the importance of giving meaningful choices to the player, and a discussion of “What if…” thinking the characterizes non-linear writing. There is discussion of how the game’s interface and game verbs (actions available to the player) affect the ability to convey story, designing narrative tools, and localization (translating into other languages). There is lengthy discussion of three-act structure in games, as well as the various parameters (such as zone, time or phase, player level, player faction, acquisition of game objects, and predetermined events) that affect how story functions in a game. It covers in depth the creation of quests, use of quest logs, quest stages, and visual storytelling. It discusses Virtual Reality storytelling, immersion, and the important of understanding a player’s mindset.