Story in Games
Heavenly Sword, due out shortly, has received a lot of attention. Some people have called it “Goddess of War”, implying that it’s simply a re-make of “God of War” but with a heroine. Based on the articles I’ve read, that doesn’t seem to be the case.
One interesting aspect of Heavenly Sword is the amount of time spent fleshing out the story. The team behind the game consisted of several people with movie backgrounds who spent a great deal of time building the story and characters. In a recent interview, a quote by lead writer Rhianna Pratchett caught my eye. Rhianna was asked “But as a script writer, do you find that detracts from your job if there’s an implied narrative that you don’t have to write?”. The interviewer was referencing an earlier quote about players having their own internal narratives as they move through a game.
Oh, no! Not at all. I don’t consider myself just a script writer, I’m a story designer as well and I am credited as such on both Heavenly Sword and another of my recent games, Overlord. Good story design is actually as important as the words you see on screen, because it’s creating the world in which you hear those words. It’s embedding narrative in the way a world looks, the way a character moves, speech, facial tics etc. It’s doing everything to facilitate the story, but it isn’t necessarily what the character is saying. It’s much more subtle than that.
This really struck a chord, because it’s similar to how I view myself as a designer. My educational background is formally in instructional design, but more and more I think of myself as simply a designer. Maybe a learning designer or an experience designer is more accurate, but I think it goes above and beyond simply instructional design.
I wish I had my copy of Engaging Learning on my desk right now. Quinn describes and outlines a process, that uses instructional design as a foundation, to build elearning simulations and games. But unlike instructional design, its primary focus is on the context of the learning environment. Every learning environment should be built around some sort of story or context(s), where the learner is making decisions along a storyline or story arc. At least that’s one of Quinn’s arguments that I happen to agree with (but that could partially be my learning style).
I feel like there’s a connection between how Rhianna describes building a story, and how Quinn envisions successful learning game design. Creating a learning environment where the learner has her own narrative (which might be different from a colleague’s narrative) within a specific context could be a very powerful tool.
