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Practical Game Design

You're reading from   Practical Game Design Learn the art of game design through applicable skills and cutting-edge insights

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Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Length 476 pages
Edition 1st Edition
Concepts
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Authors (2):
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Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
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Toc

Table of Contents (17) Chapters Close

Preface 1. Introducing the Game Production Process FREE CHAPTER 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 16. Other Books You May Enjoy

Designing narrative for video games


We have briefly seen the structure of a story, but how is narrative designed for a video game? And how is it implemented?

The first thing to note is that a game cannot be simply written and then played out by the system like it was a movie. A game narrative unfolds when someone actually plays the game, so mechanics and dynamics are as important as the story, if not even more so.Interactive storytelling means that players should play and experience the story through their actions. Reading or listening notes and watching cutscenes should give an idea of a deeper immersion in the game world, but should never come before the actual gameplay. The idea is that, even in the most narrative-driven game, the player should be able to bolt through the game skipping any reading, listening, or cutscene...and still be able to make sense of the game story, simply by playing it.

Not an easy task for us designers!

We have already seen in Chapter 3, Scoping a Game Project,...

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