edvin aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative)...
TRANSCRIPT
![Page 1: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/1.jpg)
Edvin Aedma
![Page 2: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/2.jpg)
1) Creative writing 2 ) Characters (best practice as focus of the story) and setting (i. world) 3) Classical Story Structure 4) Dramatic events 5) Topics & themes 6) Meaningful information 7) Incorporating setting & narrative into your projects
![Page 3: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/3.jpg)
![Page 4: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/4.jpg)
Emotions Motives Preferences
![Page 5: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/5.jpg)
![Page 6: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/6.jpg)
•Status quo, shift of balance, hero, learning, victory •Dramatic events
![Page 7: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/7.jpg)
Story Elements: 1. Setting (Environment) 2. Characters (and Main Character) 3. Dramatic events 4. Events before, (during), after the story 1+ 2+3 = Narrative + human brain = Meaning
![Page 8: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/8.jpg)
![Page 9: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/9.jpg)
1. Depth of meaning / intrinsic value by reflecting intrinsically meaningful values and ideas such as:
1. Beauty 2. Art 3. Humour 4. Love 5. Sex 6. Philosophy 7. Values
BONUS:
Is Replayable Is Trendy Changes the player (to become a better person)
![Page 10: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/10.jpg)
Beauty Art Humour Love Sex Philosophy
![Page 11: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/11.jpg)
branching storylines = different powers / approaches to goal (fear>trickery/cheating, boldness>direct attack)
multiple endings only if each reflects the dramatic choises and wraps the story up
in a meaningful, satisfying and dramatic way. linear stories = less content story ending must reflect character/player (dramatic, narrative) choices
in the game and be the strongpoint.
writing dialogues work backwards: each character conversation has x possible outcomes,
then create dialogues that get to these
immidiate, cumulative (player reputation), future effects of choices be clear about consequences, cliffhangers world depth & character depth Information with practical value
![Page 12: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/12.jpg)
Where & when (setting) Who(PCA & NPCA), moodboard, style, atmosphere Player View PCA Control Core game mechanics Core game loop Why & How (meaning) Content samples, comparable games
![Page 13: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/13.jpg)
![Page 14: Edvin Aedma - ut · 2014-10-08 · story ending must reflect character/player (dramatic, narrative) choices in the game and be the strongpoint. writing dialogues work backwards: each](https://reader034.vdocuments.us/reader034/viewer/2022043014/5fb310070863b97f2445e57c/html5/thumbnails/14.jpg)