Game Development Reference
In-Depth Information
Storytelling Tools for Shadows on Deck
We now have a good story and a nice wide cast for our game. We need to decide how we will
convey that story in the game. When we decide on which tools to use and how, it is important to
remember what type of game we are dealing with. This is a platform game, so the cut scenes
should never be too long. We don't want to slow down the pace of the game. The game play of a
platformer is quite fast, with the player mostly running, jumping, and dodging. With that in mind,
let's have a look at the options.
Clues
Unlike a lot of adventure games, we won't let Flynn investigate objects lying around in the game.
If we did that, we would slow the game down too much. Instead, we will use the environment to
emphasize the feel of the story. It would, however, be nice to actually let Archie betray his sneaky
intentions while Flynn's back is turned, so that the player gets a definite sense that he is up to
something, without letting Flynn know the same.
That could be one of the skeleton crew actually stopping to wave familiarly at Archie, and the
parrot frantically trying to get him to stop, or Archie could be triggering a secret lever that opens
the right way through the tunnels.
Dialog
We will definitely have dialog in our game. Flynn will be talking to the people he meets and will
get information that way, which means we will need to set up dialog options. When the player
clicks on a character in the game, he will sometimes have the option to select different things to
say. He will also be able to talk to Archie.
Minor characters who do not have an important role will just deliver a one liner, without
actually engaging in a full conversation. There are two good reasons for this; firstly, we don't want
to write too much dialog if we can help it; secondly, we don't want to bore or mislead the player.
If you fill your game with too much talk that isn't relevant to what the player needs to do, you end
up both confusing and boring your audience. Remember, they are here first and foremost to play
the game, not listen to a story.
For the more important characters, we will set up dialog trees. They are a way of structuring
conversations in the game. If Flynn chooses to talk to Ben, for instance, it might look something
like Figure 9-7.
 
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