Dynamic Narrative: Difference between revisions

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Waiting for reply from Sean Storey - sean.storey@jagex.com
Waiting for reply from Sean Storey, [[Jagex]] - sean.storey@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.
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.

Revision as of 16:47, 7 November 2015

Waiting for reply from Sean Storey, Jagex - sean.storey@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.