Game Development Reference
In-Depth Information
Examples
X-COM: UFO Defense
XCOM: Enemy Unknown
FTL: Faster than Light
Warcraft series
Starcraft series
As we move further down the spectrum toward an emphasis on the
player's story over the game's predetermined narrative, we come upon
titles that provide highly systemic gameplay spaces with almost limitless
player story possibilities—but which are nevertheless stitched together
with a unifying story that is essentially the same for all players.
Looking at the examples in this group, you'll notice they are all strategy
games with the player taking on more of a “god” role, controlling a num-
ber of disposable player characters and using them as a diversified team to
achieve victory in various scenarios. While there may be named NPC char-
acters either on the battlefield or with the player in the command bunker
(or equivalent), in general the controllable characters are template-based
cyphers that the player eventually grows attached to and infuses with per-
sonalities based on her experiences with them, or just her preference. In
the case of the X-COM games, FTL , and others in this genre, certain player
characters may also be very close to the player's heart due to the expertise
they've gained over the course of the game up to that point.
The potential for these characters to permanently die along the way
without causing automatic mission failure—otherwise known as perma-
death —adds much to the potential of the player story and its emotional
impact. There is an “anything can happen” feeling during gameplay that
players don't generally experience in games of the previous categories,
and it can be intoxicating. Players may never forget emergent scenarios in
games like these in which one of their favorite player characters paid the
ultimate price to help achieve victory, or in which everyone in the group
perished except for one terrified but dogged survivor who somehow
pulled off the win.
However, these games also have an overarching game story—generally
focused on an enemy force that needs to be defeated. The details will
vary, and the narrative elements are probably thinner and more flimsy than
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