The Plot
In sixth issue of the xyzzy news magazine, and in an article called Distinguishing
between game design and Analysis: One view. Gareth Rees defines the Game
plot as:
"The set of elements of the game that might be used to make a story,
what the background is, what happened before the game started, who the
characters are, the major events that form the course of the story,
and how the story will end . The plot is a map that shows how the characters
will interact and change as they go from the beginning of the story
to the end (or ends, if the plot is branching)." (1)
This plot is basically the main structure of the story, it is what makes
it interesting or not, commercial or artistic. And it corresponds directly
with all other basics of a fiction. Braningan defines it as:
"[..] Certain events which surround a character, events which have
already occurred, or might occure in a particular manner, in a certain
sequence or time span, and so forth. We understand such events as occurring
in a world governed by a particular set of laws." "Some of the metaphors
offered by the film theorists suggest that our comprehension of film
proceeds only forward, one step at a time, and depends simply on a local
immediate juxtaposition. [..] The spectator's organization of information
into diegetic and nondiegetic story worlds is a critical step in the
comprehension of a narrative and in understanding the relationship of
story events of everyday world." . (2)
Approaching the plot is not a direct action. It is sometimes hard to
be understood immediately, and sometimes, not supposed to be fully approached
before the end.
Colin McCable has proposed that classical narratives are composed
of a " hierarchy of discourses" which aims to place the spectator in
a position of superior knowledge by using the camera to equate vision
with truth. A hierarchy permits the spectator to make judgments and
to measure relative truth moment by moment. At the end of the story,
for example, the spectator is finally able to solve all the enigmas
of character and action because the structure of disparities responsible
for managing the partial truths of the plot becomes known through the
camera." (3)
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An important part of the game design is the way you will approach
your player. How will you tell him the story, how will you explain
the characters personalities (If vital in the game), and how would
you relate them to the environment. Nocturne has a cinematic introduction
to each level where Stranger, The hero, meets his supervisor in
the "Spook house" building and gives him an introduction to the
quest.
Cinematic bits follow this introduction by having several automatic
chats with other characters to explain some points , They introduce
you to secondary characters, battle techniques, and some essential
tips. Final fantasy uses a different way of explaining itself, where
you don't have an opening description.
You get introduced to the story and the quest as you advance in
the game. The tutorial and the tests you go through in the first
stage teach the player how to play, and what to do.. Cinematic parts
give good explanation on the relation between the characters and
what is each one's quest. Tomb raider's way was different, Apart
from the first session where Dr Verner teaches Lara how to move,
only short animated scenes without any conversation tell the player
what to do next.
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[Time location] - [Time]
- [The Genre] - [The plot] - [The
quest] - [Characters] - [Point
of view]
(1)Rees,
Gareth, Distinguishing between Game design and Analysis: One view. The
XYZZY newsgroup. Issue 6
(2)Braningan,
Edward, Narrative comprehension and film, Routledge 1992
(3) Braningan,
Edward, Same
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