http://www.primitive-eye.com/pdf_files/Enviromental_storytelling_pt1.pdf
So far I have been applying the practical skills learnt in Michael McKinley's 'Game Environments and Props' book to an environment I had created to carry out various tests and practices regarding environmental storytelling. I was basing these tests on Don Carson's techniques used in the theme park industry and had believed that the link provided was the full interview. I have jsut been made aware that there is a lot more too this which I can use for future practice later in the year. For now, here is the last media test from part 1: Story.
Using ideas on how to convey or tell a story from other games I have done so with a few examples. This first one is a standard typical horror style in which you see lots of blood in the environment which can highlight danger or just add to the sense of worry you have whilst playing the game. The example below are from 'Outlast' (2013).
Media Test - Story (Method 1) |
This is an effective method which can be used to suggest something as oppose to using any form of text or obvious happening. It can be also very useful as it is not obvious what has happened which leaves the user's imagination to run wild and a common technique in film and games, is too not show the creature/what happened as someones imagination can create something much more scarier. For example, in my scene, you do not know what has happened except someone or something has been seriously hurt (or killed) This adds a chilling atmosphere in which the user proceeds more alert and becomes much more careful when progressing through the level.
Another method which is very common in various genre's of games is having scrawled writing on the wall. The writing can be clues, hints, ideas or just random rubbish. 'Left 4 Dead' (1&2) (2008/2009) effectively used this in the safe-houses set around the level. They use this to tell a story without the need of cut-scenes.
Media Test - Story (Method 2) |
This technique proves very effective as it can subtly convey a story to the user without over-use of literally telling a story. The user can choose to acknowledge the information, take it seriously or just ignore it. 'Portal' (2007) was also famous for this method of storytelling with writing on the walls of hidden rooms which led to the story's outcome.
This next technique I have taken from 'Splinter Cell: Conviction' (2010) and adapted it. Here the text is clearly displayed on buildings to help introduce a level or task as well as offering tips. I went for a more subtle approach in my scene by having the writing much harder to see which would result in the user having to look hard and carefully if they wanted to find out some story aspects or help.
Media Test - Story (Method 3) |
This technique would be effective if I wanted to tell an under-laying story that was into necessary to know when exploring the environment. I was using this technique with the idea that 'the environment' was talking/helping the user. This can be explored more in depth once I decide on what the final story will be. The issue that I noticed with this method was that it can be difficult to see so care would have to be taken when carrying out this method.
Things to Consider
- There a loads more techniques similar too these that can be used to tell/enhance a story
- Each of these can be explored further
- Having a story idea and how it's going to be told needs to be looked at soon
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