NARRATIVE DESIGN: General Overview.


Back again in our community comments, we have this brief post about our narrative design in a high view.

Let's talk more about this board and our narrative design decisions.

Process of creating the narrative section.

We have the need to make a story that would guide the player throughout the entire game, giving them clues about what the game was about, and also guiding them to where they needed to go.

For that, we take as a base the story structure of Dan Harmon which he explains in a series of blogs, taking further reference from the entry Story Structure 104: The Juicy Details (Harmon, 2009), and its 8 stages were divided into the three acts of the video game, Introduction, main game play, and epitaph. Taking this narrative structure, It was possible to define step by step the process of the character, and his journey to achieve what he wants. Which helped to be able to develop the details of how this story is transmitted moment by moment in its four characters.

General Overview.

As mentioned above, based on the narrative structure of Harmon (2009), we encapsulated some key moments of the story in these 8 stages of the author, the first three of which occur in the introductory act, when the player is trying to start the game, and encounters this first obstacle in the form of the mother figure. Here the protagonist, his obstacle, and his desires are already being established, and through the need to continue with the story and start the game, that is where the player "cross the threshold" and the adventure begins. 

This is when the second act begins and three other stages are found, the search for what is wanted, which is indicated through an internal monologue and found through listening to other NPCs speak. Once he finds these places, the challenge of taking it begins, which will involve the player's ability to pass the microgames. 

Once what was desired has been taken, in this case the bureaucratic documents, the third act begins with the last two stages of the structure of Harmon (2009). The character chosen by the player returns to the familiar, the tunnel of the beginning, and begins a new monologue-style cinematography, with a choice at the end of the tunnel similar to the selection screen, where the character reaffirms who they are and what they achieved.

You can see with more detail this document here.

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