by: Jason Van Horn
Brandon Reinhart – Lead Designer at Spacetime Studios – held a lecture at this
year's ION Game Conference called Narrative Design for MMOs: Using Storytelling
to Craft and Convey Vision. MMO narrative can be as simple as an NPC telling you
to go kill ten rats for a humdrum reason, or something as complex as retrieving
a jewel to appease the king of a warring faction. In both examples narrative
exists, but the quest involving the jewel is more engaging than the rat quest.
Narrative can be an asset to an MMO and help draw players into the world more
than anything else, but it can also be nothing more than a string of text
players quickly click through to get a new quest and the experience that comes
with it.
In Reinhart's mind there are two main laws of visionary designing that should be
followed: 1) Thou shalt tailor thine delivery to the audience, and 2) Thou shalt
engender buy-in. In non-Shakespearean terms it all boils down to crafting the
narrative so that the audience understands the developer's vision, and yet also
doing it so that the player might perceive that vision as their own. There is a
general rule in writing that states a writer should never tell their audience
what they can show them, a statement that Reinhart echoed in his presentation.
Though narrative is important to compel the player forward, he said it should be
done with images and not words, since stories create mental images and then
those images become real to the player.
Reinhart presented three important tools that he believes are important to the
overall health of the narrative design of a game. For starters, he believes that
designers should break their story down into a concept pyramid, which easily
breaks apart and shows the various narratives making up the whole concept of the
game. A story about intergalactic war, for instance, could be broken down into a
story about humanity versus aliens. This could then be broken down even more by
focusing on things like the science of humans versus the religious doctrine of
the alien race. By tailoring delivery in such a way, it's possible to break a
vision down into its fundamental concepts, compartmentalize complex ideas,
create opportunities for dialogue, and inform the audience gradually the overall
narrative of the game.
The second tool is the "key moment" – a picture perfect snapshot that
encapsulates everything there is about your game in one tightly directed shot.
As the saying goes, a picture is worth a thousand words, and Reinhart
illustrated that idea nicely by showing some conceptual art from the game he is
working on entitled Blackstar. A slideshow of concept art was shown, showcasing
intriguing character models, a cool sci-fi setting, and a gigantic battle
between two soldiers and a snarling monstrosity on top of a suspended bridge.
Reading about a game can sell copies, but more often than not it's a screenshot
or video that wows players with promise. The "key moments" should fill the
viewer with creativity, making them experience such emotions as suspense,
unknown outcomes, and a sense of potential energy.
Lastly, developers should lean toward aspiration driven character design to
really stress the narrative elements of their game. When it comes to this aspect
of game creation, fantasy genre developers have an easy start, since the
plethora of lore available allows players to see a character model and
intuitively know what niche they’ll likely fill. Look at an orc, for example,
and you'll know almost instantly that they are a barbaric group and more than
likely of evil persuasion. If you see a knight dressed in the brightest white
armor they can find, there is an instant recognition where players will
automatically assume that knight is good. Fantasy games have it easy in that
regard, but all games need to focus on player aspiration and convey the
character's values without relying on words.
The lecture ended with "The Great Law of Conveying Vision" – a slide that not
only pertained to MMO narrative, but all writing in general. Reinhart stated
that you can't afford to be a prima donna when it comes to your narration, you
should avoid being defensive, constantly revise and rewrite, and always maintain
the ability to step back and view the story. It was a panel that not only helped
reveal some light on Spacetime Studios' Blackstar, but was also an educational
look into how MMO game narration makes it into the final release product.
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