Dynamic Narrative: Difference between revisions

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Waiting for reply from Sean Storey - sean.storey@jagex.com
Client: Mark Ogilvie, [[Jagex]] <mark.ogilvie@jagex.com>


In narrative lead games like Telltale’s The Walking Dead and The Wolf Amongst Us present the player with a multilinear narrative driven gaming experience driven by a decision based game engine. Your goal is to take this to the next level, where the player can play several characters in any sequence which have all experienced the same event. Each decision made will have an impact on the game’s visuals, the positioning of props and dialogue options when playing with another character. The focus should be on delivering a system architecture tool which allows you to track player decisions and alter the state of the game based on these. This allows an end user to plan their narrative structure during development and keep track on what knock-on effects the player’s decision have or do not have on the game itself.
Narrative-led games like Telltale’s The Walking Dead and The Wolf Amongst Us present the player with a multilinear narrative driven by a decision-based game engine. Your goal is to take this to the next level, where the player can play several characters that have all experienced the same event, and do this in any sequence. Each decision will have an impact on the game’s visuals, positioning of props and dialogue options. The focus should be on delivering a system architecture and tools that allow developers to track the logic of player decisions and alter the state of the game based on those decisions, including any knock-on effects that each decision may or may not have on the rest of the game. Rendering and player controls can use a standard game engine, but content should be driven by your original narrative architecture.

Latest revision as of 16:29, 8 December 2015

Client: Mark Ogilvie, Jagex <mark.ogilvie@jagex.com>

Narrative-led games like Telltale’s The Walking Dead and The Wolf Amongst Us present the player with a multilinear narrative driven by a decision-based game engine. Your goal is to take this to the next level, where the player can play several characters that have all experienced the same event, and do this in any sequence. Each decision will have an impact on the game’s visuals, positioning of props and dialogue options. The focus should be on delivering a system architecture and tools that allow developers to track the logic of player decisions and alter the state of the game based on those decisions, including any knock-on effects that each decision may or may not have on the rest of the game. Rendering and player controls can use a standard game engine, but content should be driven by your original narrative architecture.