Hello there boys and girls, and welcome to part 4 of the Narrative Guide that will help you on your way to telling the world your story! Please have a seat and relax while we delve even deeper into the magical world of story-telling…
For anyone who hasn’t been following, we’re currently looking at narrative structures and how it applies to gaming; but more importantly, we’re looking at every aspect of story telling, fleshing it out, and helping you along your way to compiling the best tale to push through the game you’ve worked so hard to code.
In the previous instalment, we took a gander at the actual structure of a story – the series of events that happen from beginning, middle and to the end. Now we have a pretty stable idea of where our story is going to take us and what is going to happen along the way; but now we need to go a bit deeper and make sense of the world that this story takes place in.
Think game design is about hard code and gameplay? Well, it can’t be denied that those things play some of the most important parts in making up a game – but to make a game that’s truly something special, you’re going to have to exercise that creative muscle and let your imagination run wild and free. In this, part 2 of our narrative guide, we’re going to delve further into the realm of story-telling; this time with a focus on the story itself.
This article originally appeared in Dev.Mag Issue 29, released in February 2009.
Game Development. The words have a way of sending a flurry of mathematical equations and complex code lines swirling through one’s head; after all, it’s exactly that which drives a game forward, isn’t it? – having your logical pathways set out so that when objects interact with one another they do what is expected. We get so hammered down on programming and gameplay that it’s easy to forget, particularly at the introductory level of game development, that there’s much more to a game than simply getting the code to compile without any errors. Continue reading