Thursday, 30 March 2017
Tuesday, 14 March 2017
Script audience feedback
After creating my first draft of the script I handed 5 copies out to classmantes and asked them for some brief feedback and possibly critisism to help improve my script further:
Michael- Good unique concept. No other game like it on the
market. Clear who the main character is but some of the centred text looks a
bit confusing
Adam- looks good. Sounds like a directed version of GTA.
Especially likes character names. The game tutorial needs to be more detailed.
Jan- Like the look of the game sounds fun to play.
Interaction with Atrox at the end sounds a little false
Josh- Great!
Llewie- Good game. Nice ideas. More detail about the one who
dies because we do not hear him enough to be sad when he dies
Closing Scene Storyboards
Opening scene Storyboards
Magazine Article on storytelling in games
From
the present day and dating right back to the beginning of time we can see
evidence of storytelling all around us, there are many different styles and
approaches whether it be oral traditions, film, theatre, television, text or
even cave paintings. Thought this article I will explore the essential features
of modern day story telling in game and explain the many different factors to
consider and the different approaches that can be taken. I will explain all of
these in detail giving my opinion and many examples along the way.
One of
the first games to have every been made was Pong, this was a competitive game
of virtual tennis played between one person and the computer, the story of this
game is very simple, the ball gets faster the longer the game goes on until one
player loses therefore meaning the other player wins, this game was released in
1972. 9 years later in 1981 Donkey Kong was released, this game has a more complex
story as the player is the protagonist, you are trying to rescue Pauline who is
being held hostage by Kong the villain, while working your way up the ladders
Kong is throwing barrels down which you must jump over in order to work your
way up to save the princess. As you can see in 9 years’ story telling in game
had advanced to give the player characters and a story the can relate to and
get involved with, little did they know just 15 years on in 1996 Tomb Raider
was released, in this game the user is playing as Lara Croft, an adventurous
architect who rummages through caves and unseen land in the search for
treasure. The main difference between Tomb Raider and Donkey Kong is that the
story line is more complex due to the fact there are multiple sub stories that
lead/help Lara (the user) to the main objective, this is not seen in Donkey
Kong as the player must simply get a high score repeating the same level as it
gets more difficult therefore meaning Tomb Raider is more complex and arguable
more fun and interesting to play. In 2004 Rockstar Games released Grand Theft
Auto San Andreas (GTA). This is where the user plays as Carl Johnson aka CJ
through a series of illegal jobs and heists in order to run the streets of San
Andreas much like Tomb Raider there are many sub stories with the main
objective in sight meaning in the 8 years between the two games the story
telling side of games has not changed that much however in this time things
like graphics and render speed has increase enhancing the game play. Finally
Call of Duty: Black Ops 3 (COD) release in 2015 has a different story line
compared to the last three games due to the fact you can play as 9 different
characters each with two different weapons or skills which will benefit your
game in different ways, the main objective of the game is to earn the dark
matter camo for all the weapons by accomplishing different milestones set for
each weapon earning different camos as you complete each one. In this sense COD
is similar to the Tomb Raider and GTA however unlike these two the player plays
the same maps randomly selected over and over where as in Tomb Raider the
player passes through many different settings when working towards the final
goal however in GTA the player is free to roam in one giant map in which the
sub stories are set. Since 1972 to the present day story telling in games has
become more complex and now more than ever do the players feel more emotionally
involved in the game and feel they are on a path with/as the characters due to
the exciting story’s and objectives. The journey the players go on while
playing games leads to passionate fan bases enabling events such as EGX to take
place this is where companies come to preview their latest technology and games
at one large convention.
Today’s
gaming market is worth approximately $4.2bn, there’s thousands of different
games of all genres meaning there’s a video game available to suit the majority
of people in the world. Action-platform games such as Mario Bros (released in
1985) include a lot of adventure, interaction and conflict with other
characters in this case Mario travels through many different maps as the player
climbs the levels encountering with enemies such as Bowser who he has to fight
in order to save the princess. First Person Shooter (FPS) games such as Call of
Duty first released in 2003 is where the player is in conflict with other
players or other beings in which they have to shoot at, in COD the player has a
selection of weapons which they can use to either kill other players online in
a series of different maps and games or they can shoot zombies either online or
offline. A Third Person Shooter (TPS) games such as GTA V (released in 2013) is
much like a FPS games from a different perspective or camera angle. In GTA V
the player has a series of objectives and missions some in which they will have
to shoot others while in conflict with them, Trevor (one of the main characters)
has a mission where he must hunt deer with Cletus, this is from a third person
view. Another genre of game available is
racing; an example of this would be Forza Motorsport 6 released in 2015, some
characteristics of this genre include friendly competition while trying to beat
others lap times or other players to the finish line. In Forza 6 the first race
in career mode enabled the player to drive the 2017 Ford GT among other super
cars. Fighting is genre in which people compete in conflict most commonly with
the aim to win money, respect or rankings; Street Fighter was a game in which
the player must compete against other characters such as Scorpion in order to
become the world’s best in martial arts. Tomb Raider is an example of an
adventure game, released in 1996 Lara Croft, an archaeologist, ventures into
the unknown escaping traps and overcoming obstacles in search of treasure. A
puzzle game such as Tetris gives the player a choice and makes them think about
their actions. Released in 1984 Tetris is a game where the player must
carefully align different shapes into place as they fall down, the aim is to
achieve the highest score. Role-Play-Simulation games such as Sims released in
2000 puts the player in a situation in which their actions make the game. In
Sims the player must build a thriving community, this game is very much like
real life however you can get other games such as Zoo Tycoon where they player
must build a zoo and ensure all the animals and visitors stay happy. There are
also other Role-Play genres such as sport. Fifa released in 1993 enables the
player to play football against other player or a computer generated team, the
player can also build up their own football team who they can play against
others with. Turn Based Strategy (TBS) games work by giving the player a choice
in what happens in the game, often there will be multiple choices each with
their own benefits in which the player must choose between, this will affect
the game. Hearthstone is a TBS game released in 2014, the aim of the game is to
beat the opponents, it is a virtual card game however the player can choose the
cards they take into the game beforehand. Finally, there are Real Time Strategy
(RTS) games such as Age of Empires first released in 1997. What makes a game a
RTS games is that time passes by in the game as time passes by in real life. In
Age of Empires the aim is to gather resources to survive and explore the map
available. Some people argue that a genre is limiting for the audience and
producers, in some respects I agree as some dedicated gamers who like specific
genres may be put off by a game with multiple or even no specific genres. I can
see how one specific genre could limit the capabilities within the game and
multiple genres may also confuse the players but on the other hand, multiple
genres may ensure that players stay occupied in the game and continue to play
it although this could lead to addiction in addition, if the game company has
already released a game and then releases a game with multiple genres they
could cross path resulting in a loss of sales for the other games to the
company.
Another approach that can be taken is the Hero’s Journey, this is a 12-part structure, the first section is the ordinary word, this is where the character will be living their normal life in their home environment, this can be seen in the Legend of Zelda “Twilight Princess” when the monsters break down his town and the door opens, he is called to adventure. The second section is the call to adventure, here the character will be given the opportunity to fulfil the adventure provided. The third section is the refusal; the character will turn down the opportunity of adventure weather that be they are comfortable with their current life or they have built up a family since last time so there is more too loose etc, Ezio from Assassins Creed II turned down the offer to fight unlike his fellow brothers. The fourth section is the Mentor/Helper, this would be where a being real or imaginary comes down to them and provides the support and encouragement to take the adventure much like when Otacon gave the Sneaking Snake aid through the codec in Metal Gear Solid. The fifth is the character crossing the threshold, this is the characters journey out of the ordinary, this could be going through a portal, going through a cave etc, in Fallout 3 the character travels through vault 101 to get to the post apocalyptic Washington DC. Sixth is the test/Allies and/or enemies, this is a smaller fight maybe as a warning for example they send a gang to beat you up sent by a more powerful character leaving the player a hint knowing a big event is coming up, this leads onto number 7, an example of this is a game would be the mini fights Luigi has to battle before he fights the spirit of the mansion in Luigi’s Mansion. Number 7 is the approach to the ordeal, here the player must prepare for what is going to happen weather that be gather recourses such as weapons or train harder so they can beat a stronger character. Following from number 7 is the ordeal at number 8, a fight or event such as a heist usually takes place here, it is a big even with a lot of risk involved as usually the character has built up relationships and status through the game leading up to this point meaning there is a lot to play for so to speak much like the fight between the living and the dead in Demon’s Souls. After the ordeal the player usually has to win to progress in the game comes a reward which is number 9, this could come in many different ways but it usually benefits the character majorly, things such as power, money or a loved one. Step 10 is the road back, here the player is returning to the ordinary world they started from in step one, they will re cross the threshold and return home. Step 11 is the atonement; this is where the character comes to terms with what they have done, their actions may have cost the life of someone near to them, the ordeal may have left them scared etc. Finally the last stage in the heroic journey is return, the character has made it and is now home and safe this is where they game usually ends. The Heroic Journey can be seen in not only games, the Lord Of The Rings trilogy very prominently follows the journey however it can also be seen in the Legend of Zelda video game, Link (the main character) wakes up in the ordinary world where he lives his day to day life, a mysterious voice tells him how a kingdom has been ruined, left with little information this is steps 1-3. Steps 4-5 are covered when he bumps into an old man who tells him how Calamity Ganon (Links’ enemy) was the one who destroyed the kingdom, Calamity stays in a castle where Link much get to in order to restore peace. Steps 6-7 is upon Links arrival at the castle, he finds it has been ravished by nature meaning he has to grow in strength and power in order to enter the castle and defeat Calamity Ganon before he breaks out and causes more disruption. Step 8 is Links fight with Calamity, which he wins, Peace is restored (step 9) and now the people can live their lives no longer in fear and start to rebuild the kingdom and their lives (steps 10-12).
Characterisation is one of the most important features of storytelling in game, it is creating a character that fits the story, this means the genre or actions that happen within the story have a massive impact on how the character turns out. There is a wide variety of options that the character could be however these are usually dependent on the location and actions carried out in the game. The character could be rich, poor, confident, shy, young, old, intelligent, dumb, well-armed, no experience, strong, weak and many many more. A very well-known example of characterisation is Lara Croft, she is a very sexualised character with big breasts, tight clothes, a good fighter, very experienced/skilled and sexy woman adventurer/archaeologist. Over the years in the more recent games, Lara Croft is dressed more like an adventurer, she appears to be more dirty as if she has been adventuring though caves and dirty places, in my opinion she is dressed more appropriate for the type of adventures she goes on. The development of representation of women in the gaming industry is mainly focusing on the storyline and genres of the game rather than the actual characters, this could be due to the increased growth of franchises who release games yearly, shorter or longer, people who liked the game before are likely to buy the next one without even looking at what it entails, I feel this takes away from the nature/original intention of gaming. Call of Duty: Blackops 3, The main characters in this are very strong masculine, well equipped with a spectrum of weapons both old and new, finally they are very confident and dominant. Comparing this to another character such as Evie the female protagonist seen in Assassins Creed Syndicate. Her clothes cover-up most of her body, she is not sexualised, this is very untypical for a female character in gams. Finally, she has abilities that out he at an advantage over the male character Jacob which is uncommon in games, overall Assassins Creed has gone for a more stealthy look where as Blackops has gone for a more prominent look. If I were to create my own character it would be an intelligent office worker who is not physically fit to be in the field therefore his variety of high tech gadgets make up for his lack of physical skill, I would make my character like this as he would be an unsuspecting hero and untypical.
Emotion in Game is one of the main reasons a player would connect with the character or story. In GTA there are many emotions felt by the character that leads him to take the actions he does, Loyalty, Family, Vengeance, Fear and Anger. There are many other feeling of emotion that is felt within games, mostly specific feelings are felt in different genres of game for example, Competiveness is felt within Forza 7, in this game you must race against others with the goal of winning. Hope can be seen within the Walking Dead when Clementine tries to reach the camp to get to safety. In Mario persistence is shown when they get to the castle and they find out she is in another castle. When Michael makes Franklin drive through the car showroom window in GTA Anger is shown. Finally, in the game Fear Effect Hana, Deke or Glas fight some non-human entities, within this fear is shown.
Within a game there can be an interactive storyline, this is where it is not as obvious as a story that univalves as the game progresses. An embedded storyline is there the main story is embedded within the game meaning the player must find clues or objectives to progress this can be seen in Fallout and Mario. Emergent storylines narrate as the player is going therefore the story is dependent on their actions, an example of this is Minecraft and Sims. Cinematics and Cut scenes have little sequences more like a film, this is called a cut scene, these often occur before a mission or after showing why the character is going on the mission or what the result of the mission was, these are used in GTA V story mode and Heavy Rain. Triggered evens are events that are impacted by the player or their choice much like the Walking Dead. COD Black Ops 3 shows player control as their actions impact the storyline, this is seen in COD and the routes, strategies or weapons you choose impact the result of the game. Character customisation is where you can change the appearance of the character, this can also be seen in COD and also GTA V.
Overall over time story telling has massively evolved over time looking back and playing some of the very first ever games such as Pong and seeing/playing the games currently on the market such as Mirrors Edge you can really see the evolution of storytelling. Genre is one of many features that was not around at the beginning of storytelling however is a key role in it now, genre defines the style of story/game as a result, it is easier for people to find games they like without having to buy them first and then realise they don’t like them, storytelling and genre work hand in hand and allow people to enjoy stories they love without thinking too far into it before hand, it has made the market simpler. To conclude the evolution of storytelling has led to a massive growth in the market worth over $1Bn meaning there if there’s a person there’s a game with a story for them.
Final Evaluation Rogue Spy
My
game is called Rogue Spy and it is about a spy who feels cheated by the system
and uncovers the government’s dirty secrets while on his search for justice,
his end goal is to gain piece and an understanding of the reason his life long
friend Prash died. The brief was to produce a story for a new adventure video
game aimed at males and females under 25. I feel Rogue Spy really suits the
brief for many reasons, I will explain my thought process throughout the project
from that to finish and explain how my video game successfully meets the brief.
When
coming up with game ideas I took inspiration from many places including current
games, films and my target market. James Bond was a major influence on my game
as there is currently no game on the market based around spies however, I
thought it would be more exciting to have a spy that goes off the rails but has
a reason for his actions. When thinking of ideas it was important to understand
the market I was making the game for so as preparation I carried out primary
research, this included questionnaires, vox pops and interviews. This allowed
me to find out essential features they love and hate about modern day gaming
allowing me to tailor the game around them. Examples of my results show 9 out
of 12 people prefer complex storylines over simple storylines, storyline was
voted the most important feature that they look for in a game and again 9 out
of 12 voted that they prefer realistic environment in built up cities and
towns. These are just a few results from my questionnaire however all of my
results had a massive influence on my project. Looking back on my research I
feel I could have improved it by increasing the scale of it, I had 17
questionnaires returned to me. While the information was very useful and
influence my final outcome I feel this could have been conducted on a larger
scale so I could ensure this is how the majority of the target market feel
rather than a small minority. Finally when in the creative process of coming up
with ideas for the game I feel I could have improved by spending longer on the
process and going though each idea thoroughly and coming up with some more
options in order to keep all game opportunities open. I also could have improved this process by undertaking audience research after creating my character to find if my target audience found it appealing.
There
were many stages to the creation: firstly I planned my game so I roughly wrote
out step by step the events that would happen during the game, this was in
pencil so I could chop and change it how I would like in order to ensure its
how I want it. After this I created sketches of how I would like the characters
to look, by this stage I had already come up with their names and considering
some foreshadow later events I wanted their appearance to suit their true
personality weather the player knows it or not when in this stage I encountered
a problem. I am not the best drawer therefore I looked online at other sketches
and drawings in order in improve my own skills so my drawings looked good,
while not being a major incident this did make the process longer . Following
on from this I created character profiles, these are more in depth analyses of
the characters allowing them to truly come to life with details about
themselves. I could have improved this process by undertaking audience research after creating the characters to find out if they appealed to my target market. This was all of the planning stage, the next step was to write the
story itself, I created a script for the opening sequence, and this included
all the dialogue heard and directions of their actions. While creating this I
struggled with the layout as I wanted it to look professional and
understandable however, I found it very confusing where to place what text and
seeing what words had to be upper case or lower case however with persistence
and time I managed to overcome the confusion and create a successful script.
Later I created 2 storyboards, these were enjoyable to create, as I am quite a
visual and practical person however as I mentioned before I am not the best
drawer. I created 24 shots per scene, for each shot I provided a hand drawn
image alongside any dialogue heard and the actions taking place in that shot. I
overcame the problem of drawing the same way I did when creating the character
sketches, looking online at others and trying to incorporate features I
like. This would be another good point to have conducted audience research.
In
my story I have used many techniques including plot twists; I have incorporated
the first major plot twist in the opening sequence when the protagonists best
friend is killed triggering the spiral of events that happens throughout the
game. I feel this technique really appeals to my target market as this is an
exciting feature that will increase excitement within the game. Another
technique I used was foreshadowing, this is where subtle hints implying or
giving the audience a clue of an even that will happen at a later date which
the audience may not realise till after the event. I feel like my audience
would appeal to my target market as it can give them a sense of wonder and let
their brain get lost within the story thinking of possible outcomes which is
great for active young minds such as my target audience. Finally another
technique I used as a complication, while seeming small at first a complication
has had a massive twist on my storyline. MI5 (the company who employed MK) has
now turned on him so he must live off the grid meaning the player must then
ensure within the game they are self sufficient making sure the player stays
motivated and excited to play the game, another feature my target market would
greatly enjoy. While having many successful features I feel there are a couple
of points within my story in which I can make improve upon. I feel I could
include more red herrings to make the player think more about the outcome as
they play the game meaning the game will be on their mind out of the game
meaning they will be eager to get back to the game ensuring they play it more.
Another feature I would like to elaborate from is goals to achieve, I feel
although the overall goad is very clear however, I think I could maybe include
a planning board with smaller goals allowing the player to have a sense of
accomplishment when they can tick multiple smaller targets off quite frequently
allowing them to stay excited to play the game.
After
I had written my first script I game it to 5 fellow members of the school in
order to gain others opinions. My first piece of feed back was as followed “Good
unique concept. No other game like it on the market. Clear who the main
character is but some of the centred text looks a bit confusing” I feel this is
very positive feedback and only minor adjustments were needed to correct this
issue making it a quick fix. My second piece of feedback was “looks good.
Sounds like a directed version of GTA. Especially like character names. The
game tutorial needs to be more detailed.” This is more focused feedback direct
from my target market, to ensure I appeal to them I must correct this issue. I
have since reviewed my game tutorial and added in grater detail in order to
ensure it is successful and appeals to my target audience. Thirdly, “Like the
look of the game sounds fun to play. Interaction with Atrox at the end sounds a
little false” was another statement given when gaining others opinions, to
correct this issue I must make the interaction between MK and Atrox more fluid
and conversation like by possibly showing more of MK’s emotions to so the
audience and visualise his sadness. Overall, from the 5 participants I gained
that my game is unique and fun sounding, when talking to them in real life you
could hear the excitement however, there are a few minor tweaks to make before
finalising it. While this research was very useful to me the information I
gained from it was limited as it took place on quite a small scale therefore to
ensure I gain more accurate averages I will conduct the research on a bigger
scale.
As
a whole I feel that “Rogue Spy” has met the brief comfortably as I have ensured
it is exciting and captivating by using techniques as explained above and also
ensured it appeals to my target audience though through research/preparation
beforehand and also some further research after. From beginning to end I have
constantly had my target audience on my mind as they are how my game is
targeted at and overall responsible for the success of the game so ensuring
that they like the concept and ideas was essential, I have used a number of storytelling conventions. One more thing I would have
preferred to do was connect more with my target audience when creating the
character profiles and initial sketches as it is a very visual process so their
input would have been useful within this section of the project however,
overall I am very pleased with the game.
Thursday, 9 March 2017
Treatment for Rogue Spy
Treatment by Karl Turner on Scribd
This is my treatment for my video game. Within this document there is a list of resources needed to I needed when creating the story. I used it to show every resource I used including the the hardwear and software etc. This was helpful as it ensured I had all the nessissary resources I needed to created the game. This was cost effective as it meant all prep work was done and ready meaning everyone could do their job with everything they needed. Again meaning the target audience get the high quality game they are after.
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