Other Considerations

This section wraps up the discussion of interactive stories by addressing the frus­trated author syndrome and episodic and serial delivery, and includes a few thoughts about how the industry may tell stories in the future.

The Frustrated Author Syndrome

Game designers who would really rather be authors in noninteractive media— would-be movie directors, for example—often make a couple of key mistakes when writing interactive stories. First, they tend to write linear stories while pretending to themselves and to the players that the story offers more agency than it really does, promising a big role for the player and then actually giving him almost none at all. The game Critical Path illustrates this problem; its introduction suggests that the player gets to do all kinds of exciting things when in fact its story is so rigidly linear that the avatar dies every time the player deviates from the storyline in any way. (Rumors say that the developers named the game Critical Path in an effort to justify this weakness.)

Players see the second symptom of frustrated author syndrome as they sit through large quantities of narrative when they would really rather be playing. Although an excellent game in other respects, The Longest Journey included one scene that con­sisted of 20 minutes of nonstop monolog by a nonplayer character. That would be a long soliloquy even for Shakespeare! The game's designer, Ragnar Tornquist, who originally trained as a screenwriter, admitted afterward that this was an error. Never forget that players come to play—to do something. Almost any sophisticated story requires some narrative, but you must parcel out narrative in reasonably sized blocks. Players won't want to sit through much more than three or four minutes of narra­tion at a time, and many will get frustrated long before the three-minute mark.

Don't design a game to show off your skills as a film director or an author. Design a game to entertain by giving the player things to do. Always give the player more gameplay than narration. The player, not the story, is the star of the show.

Добавить комментарий


Arcade Mode Versus Simulation Mode

Switching into arcade mode skews the play toward lots of action and relatively few slow-paced game states, such as strikeouts or walks. Arcade mode makes the game more exciting at …


The Secret of Monkey Island, now nearly 20 years old, remains worth studying because it spawned a highly successful franchise. Although it is ostensibly set on a Caribbean island in …

Human Intelligence Instead of Artificial Intelligence

In single-player games, the player competes against the computer, so the computer has to have enough artificial intelligence (AI) to be a good opponent; building the AI for a complex …

Как с нами связаться:

тел./факс +38 05235  77193 Бухгалтерия
+38 050 512 11 94 — гл. инженер-менеджер (продажи всего оборудования)

+38 050 457 13 30 — Рашид - продажи новинок
Схема проезда к производственному офису:
Схема проезда к МСД

Партнеры МСД

Контакты для заказов шлакоблочного оборудования:

+38 096 992 9559 Инна (вайбер, вацап, телеграм)
Эл. почта: