Game Development Reference
In-Depth Information
Hallmarks
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Same or very similar overarching game story for all players
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Limited, often binary game story variations based on player actions
or decisions
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Some choice and/or customization of player character
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Non-linear and/or optional missions
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Significant opportunities for expression of individual play style
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Interactions with computer-controlled characters provide potential
for emergent stories
Examples
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Grand Theft Auto
series
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Red Dead Redemption
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Fallout 3
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BioShock
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The Walking Dead: Season One
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Tomb Raider
(2013)
A reasonably equitable relationship between predetermined and dynam-
ic story elements is the compromise favored by many popular game
designs. Essentially it's an attempt to “have your cake and eat it too.” The
goal is to provide the main components of a satisfying, resonant, and clas-
sically structured game story, while also offering the player ample oppor-
tunities to—within that framework—express stylistic preferences, personal
reactions to characters and situations, and a greater sense of agency.
Some games of this type provide an open-world environment teeming
with AI to provide random and sometimes unpredictable encounters and
peppered with quest-givers who dole out missions ranging from purely
optional to a requirement for advancing the game story. The freedom giv-
en to the player to explore, combined with the systemic AI and their po-
tential reactions to the player and to each other, can provide an environ-
ment rich with player story possibilities.