Hello i am a newly recruited assistant producer in tudno studios as a games developer. In this enzine i aim to show the reader to learna nd understand the essentials for the story of a videogame to fully develop and understand how the storyline affects the game itself and how the games have now developed a story compared to when they were first created. I will show the forms of story telling in this enzine and how every story has a different way of telling the story but some can be the same as another but with a few words changed. This enzine will also show the game genres and how the genre of the game has a influence of the story and how significant the story is to the game genre as each genre will have a different useage of the story they are provided and how it can affect the game.
The approaches of the story will be shown in this enzine also to help the reader understand the game within the story that has been made. This Enzine will show the representation of the story and how it can affect the game itself. Emotional themes are used alot in the games and this enzine will show how the player can become attached to a game due tio the emotion within the game.
The enzine will show the interactive story within the game and how the interactivity is used to help motivate the player and allow the player to continue the game with a sense of wanting to know what happens next or to allow them to choose their own way of deciding how the story proceeds. Writing strategies is the final element this article will cover and it will show how the writers create the stories and how the revision and drafting helps to create the final product of the game.
Evaluation
Within the game there is always a story but for the story to work there must be a form of showing the story to provide the player with a idea of what the game is about. Doing this in games tends to help give the player a idea and a reason at times to play the game and to carry on playing the game to find the answers within the story however it is not always easy to help the story work with the game. The forms of story telling have first started off when the cavemen first drew paintings on the walls of their caves to show a event or a story of what happened as they did not have paper or any other way of showing a story at that time. http://www.h4ppy.com/blog/uploaded_images/Jebel%20Acacus%20Cave%20paintings%203-756757.JPG
a quote from http://www.goodreads.com/quotes/show_tag?name=cave-paintings shows the cave paintings as:
"To reach the farthest chamber of Lascaux, it's likely a man had to snuff out his light, lower himself down a shaft with a rope made of twisted fibers, and then rekindle his lamp in the dark so as to draw the woolly rhinoceros, the half horse, and the raging bison there. A long spear transfixes that bison, and entrails pour from its side. Beneath its front hooves lies the one painted man in all of Lascaux: prone, spindly wounded, disguised behind a bird mask. And below him, until its discovery in 196o, lay a spoon-shaped lamp carved of red sandstone ... Hold it again as it once was held, and the animals will emerge out of darkness as you pass. Nothing stays still. Shadows nestle in the cavities; a flicker of light across pale protruding rock turns a hoof or raises a head. One shape recedes as another emerges, and everything lingers in the imagination."
— Jane Brox (Brilliant: The Evolution of Artificial Light)
This is saying that the cavemen used the paintings to show stories of their life since it was the best way for the man to show a record in their life as a story to help the future understand what life was like for the cavemen and what they did in their lifestyle.
The second form of story telling that is found was the oral traditions where people used their imagination and creation to create myths or legends about cretures in certain places or stories about people who saved others or went on a journey as a tale to get people to understand a fairytale or a true storyas people in the time were interested in stories weither they were real or fake. An example of a fairytale story is a story of red riding hood. http://www.shockya.com/news/wp-content/uploads/little_red_riding_hood.jpg
quotes about little red riding hood are such like: http://www.goodreads.com/quotes/show_tag?name=little-red-riding-hood
"The wolf is carnivore incarnate and he's as cunning as he is ferocious; once he's had a taste of flesh then nothing else will do."
— Angela Carter
This shows that the wolf was a bad guy and smart in the story making him the villian to show that the villian is cunnng and that he craves for 1 thing.
The third oldest way of story telling was the theatre and this is shown by masters of poetry like william shakespeare who used his own stories he had created and hired people to help show his stories ina way of a theatre for the audience as the shakespeare theatre is still seen and used in london where it is originally created. stories in this tie varied from romeo and juliet to macbeth. http://files.list.co.uk/images/2007/09/06/MACBETH.jpg
http://4.bp.blogspot.com/_tXRkhNPzFU8/TGfRgySPdxI/AAAAAAAAACU/a4OeabxzaUQ/s1600/romeo-and-juliet.jpg

Quotes about the stories of macbeth and romeo and juliet are:
http://www.allgreatquotes.com/shakespeare_quotes_macbeth.shtml
If you can look into the seeds of time,
And say which grain will grow and which will not. Macbeth, 1. 3
this means that if you could see the future would you do something about it to make the viewer think into the play and make them curious to continue watching
romeo and juliet:
http://classiclit.about.com/od/romeoandjuliet/a/aa_romeojulietq.htm
- William Shakespeare, Romeo and Juliet, 2.2
This shows that for those who love poetry with romance that there is a clear relation with two people within the story wich makes the viewer want to continue and allow them to become part of the story.
The fourth oldest and fourth newest way of story telling is by text in books. When the idea of story telling in texts is different for the theatre as it allows a story to be read from a small book than from a huge theatre which allows sotries to be told to children and to be allowed to read the story again for the readers fascination. Examples of books that produce stories are books such as lord of the rings and harry potter books. http://upload.wikimedia.org/wikipedia/en/6/62/Jrrt_lotr_cover_design.jpg
http://upload.wikimedia.org/wikipedia/en/b/b8/Harry_Potter_Books.png
These are examples of stories that are told in text or books which mean they are easier to be told to a family home or a easier way to read throughout many ways of entertainment like to read it on a transport, in the home, at a friends home and many more to choose from which is a reason why text is still used to create and produce stories since it allows the detail of a game and story to be fully explained and to make sure that a story if successfull works very well and can produce profits. This is the same with the sales with a video game as the story maybe very important to the game to allow the player to become more involved and feel like they are making a difference in the game they play.
Here is a quote from a book reader from http://www.curledup.com/lordring.htm discussing the lord of the rings book:
I say "excellent" but add a caveat. The book is overly long. This edition includes all three "Lord of the Rings" books, and its size indicates what a massive task was undertaken by Tolkien when he sat down to fulfill "the desires of a tale-teller to try his hand at a really long story..." (as he says in a foreword to the second edition, reprinted in this book). It is a massive undertaking not just for the writer but for the reader as well. Despite Tolkien's remark (in the same foreword) that the book is "too short," one is left with just the opposite impression
This shows that even the writers of the book makers are always wanting to make their books more appealing and they want the books to be longer but they have to make sure that the book is not too long that it ruins the audience's attention while reading the book.
The third newest form of story telling is the form from films and movies as this is a good way for the viewers who do not like reading as much and have smaller imagination to understand a book or a movie of a story. The idea of films for stories are still used in the present day as they are very entertaining and viewers are always wanting to see their favorite books or games into movies or just a film itself for the idea of a good story. Film based stories involve a lot more work as the actors will need scripts and the animations and effects will need to be included which makes films very expensive but very appealing. Here are some examples of very famous films:
http://www.the-reel-mccoy.com/movies/2002/images/AustinPowers_poster.jpg
http://www.movieworld2.com/wp-content/uploads/2009/11/pirates-of-the-caribbean-at-worlds-end-2007.jpg
some films are made from out of no where with no book and others like pirates of the Caribbean are made from books that were made previously before it. The quotes about these films are as follows: http://www.bbc.co.uk/films/2002/07/19/austin_powers_in_goldmember_2002_review.shtml
"Goldmember" is always amusing and often hilarious with production values that rival those of a Bond film. A little more discipline from Roach and it might have been an improvement on its predecessors and not merely their equal.
This shows that the film was funny but it was only as good as the old films and not a better film which shows that the film was good but it was not a improvement of the old films.
http://www.reelviews.net/movies/p/pirates_caribbean3.html
When it comes to the final hour, Pirates of the Caribbean: At World's End, delivers the goods. The last 60 minutes offer adventure as rousing as anything provided in either of the previous installments, Pirates of the Caribbean: Curse of the Black Pearl and Pirates of the Caribbean: Dead Man's Chest. Unfortunately, that doesn't account for the other 108 minutes of this gorged, self-indulgent, and uneven production. During the course of nearly two hours of exposition and setup, there's little in the way of charm or action. There are memorable moments, to be sure, but the overwhelming sense is that the film is desperately spinning its wheels trying to shock and awe with unexpected plot developments
This means that the film itself was very entertaining at the ending of the film with all the action however it was not as good near the beginning of the film which shows that the story with the film may have had issues and also the fact that it is not easy working with a lot of actors to make sure everything works perfectly.
The second latest forms of animation is the television where the stories are told from shows such as soap operas like Home and Away or cartoons such as Recess where someone in the world creates a script and then is allowed to publish it in order to make a TV show however with the cartoons they are always used in order for the cartoon to move, speak and interact with objects such as opening doors. both cartoons and soap operas need actors though but with cartoons or animes/animations they are only used for the speaking.
Here are some examples of TV shows that involve a story:
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9MLuTFbfkB7NiqAOGaUPR8op2AOFRGRYJAH1cG_MHyAYVvQEVI_zdXLcCTXPuzBoBpPbuUGMcZ411GEIuUQIB-39FmJdjVvtJ2Pb2jJVOwd6rWRAFSvuGBW-UgyLTdrIrTT7gp6FnrnA8/s1600/recess.gif

http://i2.kickasstorrents.com/tv/3156.jpg
http://static.omdb.si/posters/active/403490.jpg
http://i.telegraph.co.uk/multimedia/archive/01507/eastenders_1507657c.jpg
The cartoon animations are more based around young children age rather than the stories of soap operas which are more based for adults so now the idea of stories are now both younger and older generation. Although like film it is more visual than reading the television allows the viewers to see the animations and stories from their own home which allows the viewer to see stories a new way and a easier way than reading but doing this leaves the viewer with less reading skills and more watching and listening skills.
Quotes from the TV shows are here:
http://www.tv.com/recess/show/1521/reviews.html
Good but not great hide
Recess was a good show I would watch as a kid growing up. The show was so popular for a Disney show. Usually, Disney has mediocre to bad animated shows in my opinion, but this show is one of the best cartoons from the company next to Lloyd in Space. Some of the episodes are good while others boring and dull. I like the group of friends in the show. The fact that they are all different from one another yet hang out is great. The show was famous for its creativeness dedicated to a fun past time where children can have fun and enjoy life.
This shows that the anime recess was good and it shows a good story as they are 6 different people with different tastes and they are in a group and enjoying life as kids so it gets the young viewers to watch it since it is something they would enjoy.
cow and chicken such a good classic cartoon made by cn hide
cow chincken is about a cow and a chicken that are brother and sister and the cow is a superhero called super cow that can talk in spanish and there is of course a redguy who wantes to get the identy of supercow and they go on ihuman adventures tons of crazy things happen some are pretty funny and it has some laughs to it and i think the show was really good and brings me back to the days when cartoon network were really on top of things. and that is why i gave the show a 8. i really enjoyed watching this show over years
From this quote it shows that it was a very good cartoon especially for the young generation and it also means that the past cartoon network is a better network than the new cartoon network showing that people miss the old version.
http://www.tv.com/mike-lu-and-og/show/11714/summary.html the reason i am choosing this website is because it has a good personal review from real people rather than a companies review
This is one of best classic cartoons. hide
I saw this show when I was young and I have to say this is actually a great show. This show is about a girl named Mike that is stranded on an island. Mike ends up making friends with people on the island. Mike hangs out with a girl named Lu and a boy named Og. This show was funny and cool but it sucks that it ended so quickly, if only these kind of classic cartoons could come back that would be nice because the cartoons they are making right now suck except for a few. If you want to see this show it's on Boomerang.
From this comment it shows that the animation and the cartoon itself was very good and the story was very entertaining for the viewers but however the company who owned the channel that it was on decided to stop the program so soon and it had shown that even a good story will sometimes be stopped by the networks of channels on television.
http://www.tv.com/eastenders/show/1505/reviews.html
i used to watch it every day it woz the best show around for along time i still watch it and i thought the x-mass show woz brill probably the best in ages it reminded me of the old ones,but watching it sometimes is very diffcult,i think some of the new people in it just arent as intertaining or fun to watch,like for example the mitchelle sisters,are they ever going to give them a line that doesnt end in "family",i still like the show and watch it but bottom line is i think the writers need to really pull up there socks
This comment shows that even if the show has been going on for over along time it starts to show in the story as the story starts to become less interesting and more repetitive or dull later on through the story cause of the lack of imagination which goes to show that even if a story is good it may later on start to break down and become uninteresting
The newest form of story telling is now from computer games themselves. The computer games developed stories later on through the generation to give the games a better understanding and a idea for the game to be played. the ideas with a story is so that the game has a background and a better understanding to the games. The video games allow the more intense idea of a story telling since the computer games allow you to become part of the story rather than just the visual it allows the visual and interactivity within computer games to give a game a more brought in feel.
Here are some examples of a few video games which have a story in the game:
http://www.gamepeople.co.uk/ps3_heavyrain_pack.jpg
http://dealzon.com/pictures/deals/8853/large/fable-3-xbox-360.jpg?1283160240
http://studio1172.files.wordpress.com/2010/07/ff13cover.jpg
The games above usually have the story at the beginning of the game and you can lay through it but with different games may involve different ways of playing the stories. Here are some quotes and reviews people have commented about the games above:
http://www.gamesradar.com/ps3/final-fantasy-xiii/review/final-fantasy-xiii/a-201003031765695085/g-20060508175846527007
Decency - 11 months 14 days ago
ACE... Every Final Fantasy game has its own story, separate from all the others. You can play any one at any time and not worry about missing anything. Go ahead and play this one first.
This shows that even if you make one game a sequel 2 another that they do not need 2 have the same story and do not need the same characters and that the story can be different with each sequel.
http://features.metacritic.com/features/2010/heavy-rain-inside-the-reviews/
If it were a film, Heavy Rain’s story wouldn’t exactly win an Oscar. But having control of events, and a personal connection to the characters, makes it seem that much more interesting. –Wired
The meaning of this comment shows that heavy rain is not the best game for a story but the game itself allows you to become the character in such a way that it makes it very interesting and a brilliant game due to the way it shows the story telling in the game.
http://www.metacritic.com/game/xbox-360/fable-iii/critic-reviews
Gaming Target
Dec 14, 2010
Overall, Fable III isn't a bad game, but neither is it a step forward for the franchise. The nasty bugs, the sluggish and uninspired story, and lack of difficulty make it the least enjoyable of the series.
This is a example of a sequel to a game that sadly has become less interesting compared to the previous stories of the game due to bugs and the lack of a challenge compared to the old game when it comes to the story so make sure the story is good but allow the game to actually be able to play the story even if it is a non linear story.
Game Genres:
With every computer game there are different Genres and the Genres can allow a importance of a story for the game as not all games need a story as much as another game needs one. The usage of a story in some games allow better interactivity for the game and helps get a better idea of the story behind the game and the reason why the character is doing the work he needs to do otherwise there is no need for the player to play the game.
From the least important to the most important off FPS, ARCADE, STRATEGY/SIMULATION and RPG/ADVENTURE the importance of the stories are as follows:
Least important is the arcade games as they are not really needing a story all they really need is the commands and what to do. Space invaders is a good example of this type of arcade game that involves story as all you do is stop the invaders from landing on your planet. With space invaders though there is no story saying why they are invading your planet or for what reason.

As the picture shows it just says the points the spacecrafts give you if you destroy them, the title screen and the play space invaders button to play the game. There is no story saying why they have to destroy the space invaders or why they are invading showing that the game has no real story but to destroy the space invaders.
This picture of Pacman shows the score your player the players lives, the marshmallows, the ghosts and the playing field but there is no story with the game as it doesn't show any sign of story of why the ghosts are chasing you and why you have to collect the marshmallows so there is no real story except eat all the marshmallows and there is no real reason why the ghosts are chasing you maybe they do not like you stealing the marshmallows to yourself we just do not know.
The second least important genre for stories is the simulation and strategy games as they involve racing or wars which are usually based on reality or sometimes made up themselves but usually based on reality with a little bit of the story involved but not a lot of major influence with the story to the player as it is mainly just showing the missions or just playing the game itself.
A good example of a Racing game with little story is Gran Turismo as it is a racing game but the game has little or no story to the game at all. The game itself just involves racing with different types of cars and the story is not really shown but it just involves racing in certain events but no actual story except to enjoy the life of a racing driver by driving in tracks created by the developers of the game or by the actual real life racetracks. http://www.unbeatable.co.uk/images/uploaded_images/Gran-Turismo-5.jpg
As it shows by the case it just has the name and a picture of a car from the game which doesn't show any detail of the game or any story related to the game. The main characteristic with the case is that it shows a car which can show the idea of racing in the game but no real big idea of the story and with racing games the main idea of the story is to come first place in the races.
The games that use stories the second most in the list are the FPS/ First Person Shooters as these games require a background of some sort in order to understand why you are defending or attacking a certain planet or civilization. The usual storyline with the first person shooters involve you as a low rank or prisoner of a war that is going on or a chief or leader of a team in a war battle field environment. This type of genre game needs a story to help understand why you are fighting to protect or invade the world/country your in. Some FPS are made by the history of the real world whilst others are made by science fiction or just fiction. The story with first person shooters are usually told in the cut scenes and story before a mission rather than in the actual game play to give a brief for a mission and a understanding for the game.
A good example of a First Person Shooter that gives a story in this way is CALL of DUTY Black Ops as it shows the story at the beginning of each mission or brief and as you play through the game there maybe a cut scene that allows you to see the next part of the mission or a part of the characters story. http://4.bp.blogspot.com/_bMzavLkvlsI/TNp_pBPPMCI/AAAAAAAAC2s/CDMS0unPrgY/s1600/COD-Black-Ops_PS3-FOB.jpg

http://www.justpushstart.com/wp-content/uploads/2010/11/210293-call-of-duty-black-ops_original.jpg
As shown in this picture it shows you saving one of your NPC teammates who must have gotten captured by the enemy in the part of the mission. Showing that there is a story in the game and it has a significance in the story however you cannot change the story and it is very linear and you cannot change it however the game gives you a grasp of what its like to be the character your playing as and the idea of his life in the game. This gives story in the game a feel and a way of the player to understand and feel the story in a better way than a racing game and a arcade game would show.
The Genre that uses storytelling the most out of all the game Genres are the RPG and adventure games.This genre of game always involves a story and it makes you play the story as you play the game with deeper meanings than a first person shooter as a adventure game involves the story happening during the battles or during the movement of the character and the RPG's allows you to play the game and allow you to play the story of a character or more than one character which can give you a opportunity to change the story of the game and also gives a different idea of their life or the difference between good and evil on a game. Good examples of this genre are games like fable 3 and heavy rain. http://nofatclips.com/02010/08/08/lion-head/fable-3-pc-xbox360.jpg
This game involves a story mode that allows you to decide the good choice and the bad choice within the game as you play it which can end up with a good or a bad ending due to the choices you make throughout the game and the final choice of the story of the game. This allows the game to have a non linear pathway and a non linear ending allowing the player to become very creative and more intriguing with the story since it allows the player to have multiply opportunity and become curious to know what happens if you decide to sue one choice to the other.
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWx2BnsE-gRadJg5zzYVcfcbLqhkv86k7ZcASp25v6XaynajP3pxBNwc9sUp8Qb1ZTHqtz6BcPf-gPQfWNNHW6KSdZ0BUcyHUSNbEmvAvxue5rU-PejhtorPbG7uqGsl8eZL1NTYn2S3SO/s1600/boxart_eur_heavy-rain-big.jpg

This game allows you to choose different characters to get through a story that they are going through throughout the game however the ending to the game is always the same so it allows the player to go through a non linear storyline but with a ending that is always the same which can give the player the opportunity to allow the player to immerse themselves with each player accordingly and allow them to understand how their side of the story is played and how they were affected by the event in the game.
The approaches to storytelling can be different and each story has a different tale however the basis around the story could be the same but with different wording without the reader actually knowing it. A good example of this is harry potter and star wars and their storyline as they are very similar but the words are slightly different. A good example of this is that if you consider the first harry potter and star wars a new hope the to main protagonists live a similar lifestyle where they are both orphans living with their uncle and aunt in the rural places where they get rescued by a wise bearded man who has a secret identity.
This is also shown that the secret identity to the main protagonists have fathers which have the same secret identity as the wise bearded one. This is shown by the main protagonists learning how to use their weapons to train to become the same as what their fathers were. This shows that even though the two names of the story and the 2 motives are completely different that they both have a similar pathway and similar stories showing that not all stories are completely different.
With the approaches of story telling there is the 3 stages of the story the thesis where the story introduces the main character or hero and the characters within the story. The middle part of the story or the antithesis shows the bad guys of the story and the conflict made by the bad guys are made here to show the major part of the story. The final part of the story is the ending or the synthesis where there is a ending or a resolution where the bad guy wins or loses or the good guy wins or loses making the ending be a victory or defeat.
There is a step guide with most stories to when they are made which follows a quite easy step guide. The first step usually shows the world of the main character before showing the actual character themselves giving the reader viewer or player the idea of the environment. The next step is when the main character is introduced and is given a task or a guide to work on and has to complete the guide they are given. The third step usually involves the main protagonist refusing to use the guide or doing the work as they may find it impossible or they are scared of the outcome. The fourth step involves the main character getting help by a friend or elder or some master of some sort top give confidence to the main protagonist to help them accept the challenge they are given. Fifth step is the movement of the main character from the world that they was previously in into the new world where they begin their challenges. The sixth step involves the rules been told to the hero and also the new allies and enemies found in the new world and learning about the new world itself.
The seventh step involves the hero or main protagonist having to help a ally or hold a army for rest due to time or a incident. The eighth step of a story involves the main battle in the story where the protagonist enters the greatest battle or a near death situation and somehow wins the battle during this time. The ninth step of this involves the main protagonist or hero has become victorious and is now been allowed his reward that they have been looking for either it is money or a answer to their questions. The tenth step involves the hero going back to the world he had come from and trying to answer so many questions in his head and have a resolve to the questions. The eleventh step involves the hero finally thinking about his face with their fear and death and now uses the wisdom they have developed by victory in the near death situation. The final step the twelfth step is the hero finally back from the otherworld with the reward of their accomplishment which they can show to the world and help heal and calm the injuries that the world was in.
Another approach to storytelling is when the story is told in episodes when the location and character are the same however the story is always different. A good example of this is the TV show friends where people nowadays refer friends with a simple phrase of the one whenever they are on about a friends episode. This is shown when someone says the one with the holiday armadillo and the one where joey has kidney stones and the phrase helps the people who are watching or chatting about friends understand the episode that they are chatting about. This shows a episodic way of story telling as each episode has a cliffhanger with a different story produced onto the next episode of friends but with the main characters all remaining in the same place.
The location of the story can help give a idea of what the story is about just by the looks of the surroundings. Examples of this type of location story is shows like lost where they are stranded on a island in a jungle whilst another location story would be a story like kings and queens where it is in a city but they always begin at the house of the main characters. Doing this allows you to give the viewer or reader or player a idea of what will happen or what the story is about before even watching it to see if they like that sort of story. Black adder goes fourth is a good concept of a story with a battlefield/ war zone feel as it maybe a comedy but it is based around a war zone so that way it can give the idea of those who like historic wars would possibly like to watch the show before even watching it.
With the storyline there is also a different set of conditions and actions that are set in order for the story to be completed which can be many roles and conditions such as defeating the main boss or opening up all the chests. Doing these sort of conditions and actions involve rules and movements in order to complete the game or for the hero to become victorious. With games like minesweeper you are the mouse or the smiley face who must find all the mines without any of them exploding which is the rules and the conditions are to find all the mines without making any of them explode in the quickest time, if this is with a friend the person who does this the fastest is the winner. Another game example with actions and conditions is metal gear solid where you move around as snake a stealth agent and you must not be spotted and found by the guards and you are victorious if you get the intelligence that is required to be picked up and you lose if you are spotted by the guards in which case it is game over and you are caught or it is game over entirely.
There are some games that involve different endings due to the conditions the player has given. A good example of games like are fable and dead rising as they have multiple endings due to the events that are given by the player where there are the good endings and the bad endings. As fable shows it can have a good guy ending or the bad guy ending. This allows the player to see the difference in choices he uses when playing the game and to see the outcomes of the players decisions.
Storyline are also shown by the representation of the real world or a representation of a character to give a emotion to the player and a better feel to the game. The representation to a game can give a emotion to the feel of the game either it is a scare or a sense of achievement. With the emotions of the game there is the Belief and emotions with it to help reassure the gamer that that is not the belief the producers believe, a good example of this is Assassins Creed as it says in the opening of the game that the beliefs and religious views of the game are not the true views of the creators of the game. They do this to show that they do not believe what happens in the game is their idea of religions.
Other representations that give emotions that are used in games are achievements like winning a reward when u see a accomplishment or win the lottery but then there is another set of emotion like sadness or gutted like when u notice that one of the numbers on the lottery is not the correct number and that makes u feel disappointed and it is the same on a game. Representation of a character or enemies can give hope or fear to a player. a good example of this is half life 2 and their head crabs as they give fear to the player as shown on this comment on
http://forums.steampowered.com/forums/showthread.php?t=1730155&page=2
yeah..finally! i see the light at the end of the tunnel..ok lets wait till the helicopter cart takes an other round so i can move forward..here it is...RUN!! <as you run, the image of the trainyard appears as your pupils are adjusting to light, and suddenly a poisoned headcrab jumps at your neck...> OH CRAP!! <...and kills you with its poison>
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This shows that the player had a sense of relaxation because they felt it was finally over but then get ambushed and are given fear and then the sense of disappointment when they are killed by surprise. This shows that the player gets given so many emotions by the representation of the enemy. This makes their representation very fearful for the player.
The other type of representation is the time where the game shows sadness in the game and it makes the player feel sad.This can be show fro examples such as fable 2 when the dog dies or a rpg when a character leaves or dies. http://www.youtube.com/watch?v=s3eYcRS0DUk
In the video it shows a example of sadness and a representation of feel to make the player feel upset. This game is a happy game however with the sudden loss of a party member it brings representation of sadness into the game.
A comment from http://www.youtube.com/watch?v=s3eYcRS0DUk&feature=related says this:
For me this moment was far more emotional than when Aeris died in FF7. (don't flame me too bad, I liked that game too) The characters in that game felt like they were sneaking off to cut eachother every other scene, but this game contained some happiness, so losing a character I liked like this was just as hard for me as it was for the characters.
of its genre due to the happiness changing so suddenly giving the player a representation shown by sadness.
The characterization allows people to be represented by characters in a game and this in turn allows others to identify, fantasize, despise and aspire to the characters that are created within games themselves. identifying with characters are a way of representation of the player feeling like they can identify and understand them. With fantasize it can mean someone they love who isn't real or someone they wish they could be. There are characters we despise due to their annoying characteristics or due to their stress they provide in the game. When a player aspires to another character it means they want to be that character and this is shown by Cosplay when people dress up as their favorite characters.
With characterization there are personal traits where the characters are given a long term part and a short term part of the game which means some characters are only there for a short amount of time whilst others are there almost all the time. The moods of the characters can change as the story progressing which can change for the good or bad depending on the story itself to give the character a better feel and make the player respond to the characters moods. the personal traits give can give the player and the character emotions similar to each other which allow the player to become part of the story.
With the characters personal traits there are also the actions the characters are given and the choices make the more of a feel the game provides and gets more addicting to the story. The linear and non linear stories still give the person a clue at what they should do and their role in the story is the rules when they interact with the actions they are provided. There are other reactions and actions with the choice and consequence if they are given them within the game and this in itself gives the player more decisions on what they should do throughout the game to make sure that it could be a mistake or a good thing for the future. The rules of interaction are usually different depending on the situation. Some actions and reactions are made by the game itself and are acted in cut scenes or plays and are immediately appearing in fights or cut scenes during the story of the games.
The characters also have a stereotype has a representation which can show a similar type on the games like the zombies on call of duty usually been Nazi zombies regardless of the time of the year the games are played at. For example http://www.techdigest.tv/Nazi%20Zombies.jpg
This is a picture of the nazi zombies in the world war 2 time
http://thumbnails.truveo.com/0020/1A/6B/1A6BF68A1D7A6047D3657C_Large.jpg
This is a picture of the nazi zombies in the cold war time and although the settings are different the zombies remain the same showing a stereo type with them.
Some games take gender stereotype to a different levels like grand theft auto tend to make the women be prostitutes or hookers as the terms are in the game and this shows a representation of the characters on grand theft auto. This is also shown by the stereo type that seems to be that more main characters to games are usually the male gender rather than female which seems to be the case with many games such as assassins creed and call of duty however games are now showing female heroes such as Samus but it is still unclear until you play the game that Samus is a female. http://www.blogcdn.com/www.joystiq.com/media/2007/06/metroid_prime_3_box.jpg
As you can see the picture shows no sign of Samus been male or female o they may keep the hero or heroine hidden in this story of the game until they take off the helmet. This can involve peoples looks like terrorists and
the way they always seem to be the soviets or the axis whilst making the allies and the USA and the UK the good guys. http://www.destructoid.com/elephant//ul/22968-550x-Clipboard05.jpg
As the picture shows this game uses a different government with two different terrorists and the gun pointing at you as a show of terrorism. This picture is meant to show fear to the player to warn them about a enemy.
Emotional themselves are where the player themselves feel and a sense from the game that they play. During this any emotion can be found but it is usually found with the idea of the game giving some emotion during that time. Example of this would be a sudden attack out of nowhere which is a sign of fear or surprise. anger from lets say failing a challenge a lot of times. persevering such as feeling a sense of achievement when completing something that was very hard. Heroism is another emotion found where u feel happy u saved someones life even if they are fake and taking out a enemy even if they are not real. Valour is a emotion that shows courage and determination in the face of the enemy. Hope is given to the player when they realize the tough challenge they are given is possible and so they continue to fight through the challenge and competition to give the player some challenge against other people or non playable characters to make the game challenging.
The Interactive story shows the different ways of story and the different styles of showing the story. A way to show these types of story are the embedded story and the emergent stories.embedded stories are stories that play a,long as you play allowing you to go into their story and find out the truth behind the story. Call Of Duty is a good example of this game since it makes you play a character with n real story but then you find out the story as you play the game. http://static.gamesradar.com/images/mb/GamesRadar/us/Games/C/Call%20of%20Duty%20Black%20Ops/Everything%20Else/easter%20eggs/Screens/escapechair--article_image.jpg
http://image.gamespotcdn.net/gamespot/images/2002/pc/rpg/grandia2/grandia2_790screen001.jpg
Next part of the Interactive story is the Cinematics and Cut Scenes the differencesa between cinematics and cut scenes is that cinematics involves the display of the game and the detail increasign greatly like a movie look however a cutscene on a game looks the exact same graphics as the game instead which gives no boost to the detail but allows the game to continue faster. http://media.animevice.com/uploads/0/8543/215645-ff_super.png
As this shows in the cut scene it is just as detailed as the game which means that the game can continue on after the cut scene and continue with the gameplay alot faster than the cinematic allows you.Triggered events and player control allow the player's story to change the story that the game has created for you. Fable is a good example of this type of game as it allows you to choose the good winning or the bad winning with every choice. This allows the story to change with the players decisions. http://www.multiplayergames.com/wp-content/uploads/2009/08/xbox-fable2.jpg
The display picture of fable shows that the main character can be a good guy or a bad guy but ti does not show you how you can become the good guy or the bad guy. dead rising and fallout are the same with this type of trigger event and players control over the decision of the answer the character provides.
Character customization is the allowance of the player to customize the character to whatever will they desire to give the player the feel of their own choice of what they want in the character. RPG's sometimes allows this but MMORPG'S allow this a lot more with the attention to detail so that way the character is to the players desire. Dragon Age is a good example of this as you can allow the player to be male or female, toned skin or not allow the customization of face arms hands to help give a significance to the player. http://screenshots.en.softonic.com/en/scrn/89000/89025/3_drag08.jpg
Writing Strategies are strategies used by authors in order to create new books or sequels for a book. The authors and writers usually start with the steps even if they are not all used they are cut down into basic steps for the construction and production of the stories. The first step they use are the list of key events for the story to allow them to think of a story and after doing this they usually put it into a brainstorm in order to help create a path for the story to take place. Once the brainstorm is complete they create sketches and visualize the characters they have created. The storyboarding is created after the sketches so that the author has a idea or ideas for the story since there will be multiple ideas flying in the head. A example of this would be Harry Potter been a different time line in the story rather than old fashion times it would be set in the future. Free writing is when the author writes the story and thinks idea and plans on that one story. Doing this allows the author to get ideas put down so he can read about it as soon as its put down. The final step is the research which is when the author looks at other books that are previously out and the comments and authors comments of the book they created.
Drafting is a major importance when it comes to story telling since it helps correct easy mistakes made in the story. Drafting is usually done after the story is complete usually used to make sure that everything is spelled correctly and then it gets redrafted into a final copy before been published.
The final part of Writing strategies is the revision which is very important to the author since it allows the author to re read the story . Authors always rewrite the story they create so that way they know that their work is correct and to think their story through. Authors do this in order to fully make sure that the story works and that everyone who reads the book to give maximum effect to the reader or viewers.