Basic Story Structure for Video Games

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  • Опубликовано: 27 окт 2024

Комментарии • 14

  • @trialupload
    @trialupload 2 года назад +5

    Fan of your Knowledge and Content Bro🧡🧡

  • @AaronMartinProfessional
    @AaronMartinProfessional 2 года назад +3

    Down to earth, masterfully executed story telling in the video itself. Easy and clear to follow. Time to breath and connect the dots for myself in between. Videos like yours make me wonder if a secondary stream of ‘slow content’ will develop on RUclips, where class educators take their time to communicate with utmost style and precision - rather than with overwhelm and quick cuts.
    Well, I think I’m impressed because I find that quick cuts entertain so much more easily, they can overpower a mediocre choice of words or a disjointed story structure, sooo… I myself am probably often choosing quick cuts to escape the mediocrity of my story telling. 😅
    I didn’t know this is where writing this comment was going to take me. Oh boy. I’ll hop back into the video to observe and learn 😌👍

    • @CraigPerko
      @CraigPerko  2 года назад +5

      If a video inspires the audience to improve, I'd say it's useful regardless of whether it's tightly edited or extreeeeeemely slow.

  • @teunu9806
    @teunu9806 2 года назад +1

    Hi Craig
    Contacting you here, since I personally don't use Twitter and couldn't find any other contact info.
    I'm a game designer and in my free time I've been modifying a game that you've played before on your channel (Stormworks). The mod is a full overhaul to the world and it's missions. There are a lot of interesting considerations from a community, design, and visual communication standpoint, and I lack a platform to really talk about that passionately.
    I thought it might be fun to talk about that in a format like this (or any other you'd like), and some content for your channel.
    Hope to hear back from you, and in any case, keep up the amazing work with these videos! 😁

    • @CraigPerko
      @CraigPerko  2 года назад +1

      Best of luck! I don't play Stormworks any more and my channel doesn't really have any Stormworks players watching, so I don't think I can help much.

    • @teunu9806
      @teunu9806 2 года назад +1

      @@CraigPerko bummer, but fair enough. Love your content!

  • @zongyewang3601
    @zongyewang3601 2 года назад +1

    Excellent video teaching me a lot. I am thinking about a way to tell stories that is based on the idea in your "Planning the future" video, where you have multiple story arc intersects in a way to create fun narrative. I wonder if it is possible to do so with more traditional story arcs instead of procedurally generated Rimworld-like arcs?
    Basically my idea is that starting from a Rimworld-like arc, adding more traditional story structures and techniques that allows not only story beats in the same arc to build towards the arc, but also beats in other "intersecting" arcs to build towards the arc, so in the end the arc may have the emotional and narrative powers of traditional story, but still have the degrees-of-freedom of a Rimworld story.
    I may need to think more about this idea.

    • @CraigPerko
      @CraigPerko  2 года назад

      I think doing it manually should be not only possible, but considerably more powerful and flexible!

  • @haydenmaines5905
    @haydenmaines5905 2 года назад

    I can't remember if you've discussed it before, but I think cyclical/spiral story structures would be a really great tool for game design. The standard 3 act structure works great for books and movies because the writer that understands the structure is the one in control of the pacing. In a videogame, the player is in control of the pacing, and that can really break the dramatic tension.
    Identify the defining theme of the game's story - how far is too far, the sins of the father, does power corrupt - and then have each quest loop back on that central theme, exploring different thought experiments, increasing in emotional intensity. Like an anthology. That way, when the final climax occurs, the player has a deeper understanding of the question the game is trying to ask, without relying on hard-coded pacing.

    • @CraigPerko
      @CraigPerko  2 года назад +2

      I think the topic of pacing and circular structures is an interesting one, and I don't cover it at all in this video. It's too big!

  • @sanfransiscon
    @sanfransiscon 2 года назад

    I've always wondered why, when it comes to sequels or expansions, I prefer having new characters/settings/arcs rather than trying to one-up those that had just been resolved.

  • @NeoShameMan
    @NeoShameMan 2 года назад

    Yeah basically! Another way to put it, tell the story you want to tell last, and write story that lead up to it. Or scene if it's short form like movie lol.

  • @joshhamilton3727
    @joshhamilton3727 2 года назад

    Thank you for your content

  • @jolupakagames6977
    @jolupakagames6977 2 года назад

    interesting👍👍