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Well this is it folks; if you've been following this guide up until now, you should have in front of you a workable story to use as the basis for the game you've had working in your head. If not, well, at least you have the basic toolset to get started whenever you feel the need. But now it's time to wrap things up, trim those hedges and spit and polish that which we have created!
Introduction
It's important to realize that even though you've sorted out all the different components of your story, what you have can still be formed and changed to be something spectacular – in this, the final part of this narrative guide, we're going to take a look at story genres; which includes themes and styles, as well as looking at few things you should try to avoid and take note of.
Story Genres
Story Genres relate to HOW a story is being told
Remember way back at the start of the guide I spoke about genres? The message was that you shouldn't use a game's genre to determine the type of story you have as that would confine your imagination too much; a message which still stands! However, this isn't about game genres (First-Person Shooter; RPG etc) but rather about story genres.
Okay, obvious things first – what is a story genre?
The quickest way to explain it would be as such: horror, comedy, tragedy, romance, action, thriller etc; but as with everything else, it goes a little deeper – it's the culmination of the underlying message(s) being told within the story (or the themes) and the way in which these things are brought across throughout the story (the styles) using the fundamental components we've covered already.
Note that story genres are very abstract, and are applicable to ANY level of narrative.
Themes
On the surface, themes are the messages your stories give. Life and death; revenge; fighting for liberation; love – it's a concept behind the story. It needs to be pointed out that there can be many different themes, and that they're not always explicitly on display – in fact, more often than not, the theme is never explicitly laid out for the player and is often left unknown, leaving the player to flesh it out themselves.
For instance; playing a game of Mario Bros. what would you say the underlying theme is? Is there a theme? Or is it merely a collection of random events and characters tied together in an obscure fantasy world? The truth is we don't really know – being a lower level narrative, theme isn't expected to be predominant feature, which leaves it open to interpretation.
Looking at Fallout 3, however, we're faced with more prevalent themes: from the more obvious themes of causality (cause and effect) and sacrifice for the greater good (if you so choose); to perhaps deeper and personal themes of testing the player's conscience – are you a good person or a bad person? Being a high-level narrative, it's almost expected that at the outcome of the story, we're aware of the path that we walked and what it really means in terms of the greater picture (and it really helps having Ron Perlman explain it to us in the end anyway).
Does a game need to have a theme? Well, no, not really – but chances are even if you mesh together a bunch of random ideas, there's some sort of reasoning behind it; so in the end, you're putting in a theme even though it's not intentionally. And even though themes are part of story genres, they don't necessarily determine the genre itself, that's a job for…
Styles
As the great Eddie Izzard once said, "All that people care about is the look. 90% per cent is how you sound, 10% per cent is what you say." Although we're not delving into 'looks' here, the message is pretty clear: what you're saying is a tiny part compared to the delivery; and that's where style comes in.
Style is the way you use your world, characters and dialogues to forge a genre using the theme. Let's say that the theme of your game (intended or not) is that of love, just because it's pretty common in stories. Using different styles, you can easily shift the theme from very different genres. With open colourful characters, and light dialogue set in a peaceful world, you can easily weave a story of romance – on the opposite end, with dark characters and conflicted dialogue in a cruel world, you can tell a story of tragic love.
Style is the paint you use to colour in the lines drawn by the theme, and to get the effect you want, there are many tools to use:
Non-Literary Style tools
Because this guide deals with game design, it's important to mention these tools as well, even though working exclusively with a narrative story (as in a book), they're not applicable. In a novel, all of these moods and atmospheres would need to be described to the reader in order to get the themes across – with gaming; luckily we have eyes and ears to do the job for us!
This guide is squarely focused on narrative, so we won't go into great depth with these tools, but we might at a future time.
PLEASE NOTE: Even though this is the final section of the guide, it doesn't necessarily mean that story genre is determined at the end. Due its abstract nature, it's actually something that is developed from the beginning. From the minute you thought "once upon a time" the ideas and themes and tones have already been there – this is just here to help you understand it a bit better.
Everything in a very tight nutshell
Here's everything we've spoken about in this guide, in a very brief summary:
Writing a Narrative is like baking a cake.
Before you do anything, you need to know how many layers your cake is going to have and from there you bring out your ingredients.
Flour – World
Sugar, Salt – Story
Baking Powder – Characters
Eggs, Oil – Dialogue
Cocoa, berries, vanilla, etc – Theme/Style
The world is the base of a narrative, with the story taking place in it giving it flavour; the characters make sure that the story doesn't fall flat – and the dialogue makes sure that everything melds together. The theme is going to determine the taste, but remember, some tastes can work together, and others not – but that doesn't mean you can't try!
Mix it all together, and place in the oven. What's the metaphorical oven? Well, it does take a bit of time to create all this…
Remember the non-literary stylistic tools? Well, once the cake is out of the oven, this is where they shine. Icing the cake, adding the little hundreds and thousands or whatever and making it look (and, er, sound?) appealing is a job usually left until the end (even though you've had the picture in your head all along). And remember…a chocolate cake doesn't have to look like a chocolate cake (wink wink).
And there you have it! A completed ca- er Narrative!
The reason the cake metaphor works so well is because it's a whole. If you eat each ingredient of a cake, it doesn't taste like a cake at all – but when it's completed as a whole, it's delicious!
Ok I'll stop with the cake metaphor now.
And FINALLY – Things to note
It took a loooooooong time to get here, but this is honestly the last part of this guide. We're going to look at a few things to be wary of while writing or conceptualizing a narrative.
Dear readers, that brings us to the end of the Narrative guide, I hope you got something out of it. It's difficult to set any real form of structure to it as, really, there are no boundaries. Anything can work if you have the skill, and imagination, to do so.
And as always I leave you with this message:
REMEMBER YOUR NARRATIVE LEVEL!
It's the core of your entire journey!
Dev.Mag apologises profusely for any endings spoiled, lives ruined, kittens murdered and divorces induced by the publishing of this page. We hide under the 'old news' amnesty banner on this one.
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Words from the readers
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I knew I was pushing it with the Mario spoiler, I beat myself up over that one, but in the end it was needed to get the point across.
Posted by Quinton at 22:48:04 on 16 June 2009
I feel sad. Like I've reached the end of a good book.
A book about spoilers. Posted by Nandrew at 15:51:17 on 11 June 2009
Most importantly, avoide cliche in dialog. Please. Since we're being spoileriffic in this article, allow me to quote the following triple-hit combo from Gears of War 2:
"It's okay, Dom (*bing!*). She's in a better place now (*Bing!*). You did what you had to do (*bing!*)." Lines like that come across as forced and lazy, and diffuse any impact you try to make via your dialog. The fact that the above is spoken between two ultra-manly armoured soldiers with chainsaws on their guns also adds to the dissonance. Considerably. Posted by Gazza_N at 07:38:16 on 04 June 2009
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