"Not long ago, I had a conversation with Doug Church, secret master of gaming, where he said something like this: A story is constructed of sentences, strung together in a coherent, dramatically significant order. Game "sentences" are the actions available to and selected by a player. The more sentences we allow players to construct (in other words, the deeper the pool of options we offer), the cooler and more numerous the story possibilities will be. To that extent, a robust world and character simulation - both made possible by next-gen hardware - will allow us to tell a better story. But there's a hitch: all the graphics power of the new platforms."
Warren Spector's four-part series discussing the elements of storytelling.
In Part Three of his lecture on Next-Gen Storytelling, legendary game designer Warren Spector tackles world creation, the importance of iconic characters and the myth of the Virtual Dungeon Master.
Part Four, the conclusion of this series will be appearing Tuesday, April 24th in Issue 94 of The Escapist.
In Part Two of his revealing lecture on next-gen storytelling, legendary game designer Warren Spector highlights the elements of traditional storytelling at work in games, and how characters and character interaction can be employed to enhance the user experience.
"How could anyone not look at the state of the art and wish for more?"
Legendary game designer Warren Spector, in the first of a four-part series, discusses the elements of storytelling and how these elements can be applied to telling stories in games. The series, based on Spector's sold out lecture at GDC 2006, continues in the days ahead to explore various methods of expanding the role of story telling in games and applying new technologies to make even better and more interactive games using old techniques.