The Dragon's Talon

Tag: narrative

An update…

by The Prince of Cats on Jul.19, 2010, under Miscellaneous

Apologies for the silence.

As some people will know, the company I worked for laid off some staff and I was one of those selected for redundancy.  This means that I have been a little preoccupied recently, but it is not all doom and gloom.  For the foreseeable future, I will be freelancing; this means networking (it’s a pity I just missed the Develop Conference / Expo) and looking for contract work.

I also have a little something I am working on, but it’s still top-secret for now.  Sorry…

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Sergeant Boot, meet Mr Bottom; this could be the beginning of a beautiful friendship…

by The Prince of Cats on Jun.20, 2010, under Non-Interactive Storytelling, Novel Writing

I try to be a writer, good or bad, and I even manage it from time to time. The trouble is that I procrastinate and fail to finish, or else I get something out that I am almost embarrassed to show people.

I think this needs to change, so I need a deadline and a nudge.  I get these enough at work, but let’s not get into that; I like having an income…

(continue reading…)

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The Interrogation

by The Prince of Cats on Apr.21, 2010, under Interactive Storytelling, Non-Interactive Storytelling

This is something I wrote about a month ago as an example of an interactive script.  It is not great, but it was done in one night and I am quite happy with the female protagonist.  The prompt was “realistic, maybe slightly gritty” and I think I am quite happy, considering this is outside my normal style.

(continue reading…)

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An older piece

by The Prince of Cats on Mar.23, 2010, under Non-Interactive Storytelling, Tabletop RPGs

This week, I think I will not have a writing exercise up .  As an apology, I offer you an older story; this is actually a prologue of sorts to a D&D campaign that was originally started in second edition and later played for a time in fourth edition.  I confess that it is fantasy, my default ‘go to’ genre, but I hope it serves as an example of my style which is not so formal as A Prince of Shadows, nor trying to be self-contained when it clearly is not.

(continue reading…)

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Giving your player true authorial control in a computer game…

by The Prince of Cats on Dec.17, 2009, under Computer RPGs, Interactive Storytelling, MMORPGs, Roleplaying Techniques, Tabletop RPGs

industryThis is a response to a blog post on Gamasutra by a man named Steve Mallory, a designer I know through the ‘net who makes some good points about narrative design; read the original post here

True authorial control… Now there is a scary phrase to use in front of your producer…

True authorial control is taking your player and asking them what they want to do today, rather than telling them what they are allowed to do.  Is that wise? (continue reading…)

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Bardic Gaming

by The Prince of Cats on Dec.07, 2009, under Computer RPGs, Interactive Storytelling

As a bard, one single tale can be made to fit a wide variety of different uses. Certain elements can be built up or glossed over depending on your audience and the message that you are trying to convey.

This goes beyond stories having multiple interpretations and actually hinges on changing the story to suit your purpose; you reduce a tale to its skeleton and then flesh it out in such a way that it conforms to your vision.

As a writer, it is typical to build the story to meet the structure of the medium and suit your own strengths, but the story is fixed in both of these cases, with the same events being told in the same way. As a games designer, you can often drop in multiple endings or optional side-quests, but you are essentially just writing static chapters which you can swap in and out.

This is a far cry from a bardic tale, where the same story can be told a hundred ways to reinforce a hundred different moral truths or to better suit your audience. The tale of Romeo and Juliet, for instance, could be told as a bawdy commentary on the rashness of youthful love or a sombre account of how true love requires great sacrifice. Alternatively, you could go with Shakespeare’s version and put it all in.

The point is that a game requires that the developers make a single choice from the list and stick to it, but is this the only way? Can we not give the player a choice of tales and let them pick one? Since games are so interactive, why not let them change their minds as the game progresses?

As long as Verona looks the same way and Romeo does not suddenly change gender or species, we are not looking at any new art-assets. The dialogue might be problematic, but only if you decide to give the whole game VO.

Perhaps the trick is not to shoehorn this adaptive narrative into a game, but to create the game and the games story around it. Minimise or even remove dialogue and you suddenly remove a large stumbling block. Without any dialogue, it suddenly gets easier to localise too. The onus is suddenly on the writer and the narrative designer, rather than the artists. The central narrative, the skeleton if you will, is just a series of narrative checkpoints, with the player taking an equal role to the writer in choosing their path.

It sounds a little complicated, but does it sound that new?

No… The more I think about it, the more I see that it has already started. Left 4 Dead was the first step in this direction and suddenly I get the feeling that it will not be the last…

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Games Designer as a dream job?

by The Prince of Cats on Nov.27, 2009, under Interactive Storytelling

industryIf you read this blog, you probably know me and what I do for a living.  For the last three years, I have been working on computer games, working my way up from a level designer to a mighty designer and then even specialising somewhat into Narrative Design.

I make games, I live that dream.  I even do some writing, so I must be doubly-blessed.  I have had the chance to pass on my knowledge of games and writing to students and even to other industry professionals as an expert in my field apparently.  What have I to complain about?  I even draw a wage, so I have a constant income and a secure future; my manager even mentioned that my job was more secure than his, since a games company can live without middle-management more easily than without designers.  The benefits are great too, with company sponsored paint-balling and karting, activity adventures and even paid sick leave if you happen to do something stupid like break your coccyx falling down the stairs.

(continue reading…)

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Narrative designers

by The Prince of Cats on Nov.03, 2009, under Computer RPGs, Interactive Storytelling

industryLast week, my manager approached the design team about a game on a very short time-scale, asking what we needed.  Considering the story requirements, I said that we needed a narrative designer and a whole lot of creative freedom.  Then I put myself forward for the narrative designer role.

I expected a fight, maybe even a refusal.  I didn’t expect to be given the job… (continue reading…)

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