[b][b]Charting a narrative course[/b][/b]
When you boil it all down, the story of New Tales is determined by two core elements. "On a game like this, there's always a narrative design component and the script component," explains Lin. "The narrative design element is looking at how the player is going to interact with the story and have a level of agency in the direction that the script goes. First you have to chart everything out, then you start plugging in the script.
"As a lead, you have purview over both the narrative design and the script. For any given scene, you have to think, 'What is the player's opportunity to impact this moment? What are the mechanics that filter into that?' But also, what story are we telling, and what are the characters saying? It was my job to be the custodian of the cohesive vision, so that we could delegate across our team of four writers, while making sure that the overall plan and outline for the story are being met."
How in the world does the script go from a blank sheet of paper to the cinematic thrill ride that unfolds between our three protagonists and everyone (or everything) they come into contact with? "As we're going through the outline and narratively designing it, a lot of it, at least for me, is letting the characters tell you where the path of the story should split," says Lin. "For the outline, there has to be a thread of consistency that you're tracking throughout to make a cohesive experience. But there are those moments where as human beings, we think 'What would I do in this scenario?'
"If as a writer I'm asking myself that question, the beauty of an interactive narrative is that I can answer it both ways, or all four ways, or however many ways, and see where that takes me. So anytime we get the question of 'What would Octavio do?' The answer is 'Don't decide—just let it go, play with that.' In that way it's really freeing as a writer to be able to examine all the possible things a character might do that are true to a version of that character. Some days I choose chaos, right? Other days I don't. They're both still me."
Of course, any story worth its salt sees its fair share of revisions during the creative process. "For a story-driven game, the story [i]is[/i] the key mechanic, so we made sure that it stayed flexible until the very end of development," says Lin. "Whenever we had the first draft of an episode written, we'd turn it into a playable version of the script with text-to-speech programs reading each character's lines. Then we'd bring all the team leads in for a table read—not just the narrative team, but the design team, character art, cinematics, audio, on and on. It was fun having the other stakeholders shout out things they wanted to try for each conversation option. If no one was picking an option, we'd think "Maybe we've got to go rewrite that; no one seemed stoked about that choice."
News Liste New Tales from the Borderlands
[b][b]Charting a narrative course[/b][/b]
When you boil it all down, the story of New Tales is determined by two core elements. "On a game like this, there's always a narrative design component and the script component," explains Lin. "The narrative design element is looking at how the player is going to interact with the story and have a level of agency in the direction that the script goes. First you have to chart everything out, then you start plugging in the script.
"As a lead, you have purview over both the narrative design and the script. For any given scene, you have to think, 'What is the player's opportunity to impact this moment? What are the mechanics that filter into that?' But also, what story are we telling, and what are the characters saying? It was my job to be the custodian of the cohesive vision, so that we could delegate across our team of four writers, while making sure that the overall plan and outline for the story are being met."
How in the world does the script go from a blank sheet of paper to the cinematic thrill ride that unfolds between our three protagonists and everyone (or everything) they come into contact with? "As we're going through the outline and narratively designing it, a lot of it, at least for me, is letting the characters tell you where the path of the story should split," says Lin. "For the outline, there has to be a thread of consistency that you're tracking throughout to make a cohesive experience. But there are those moments where as human beings, we think 'What would I do in this scenario?'
"If as a writer I'm asking myself that question, the beauty of an interactive narrative is that I can answer it both ways, or all four ways, or however many ways, and see where that takes me. So anytime we get the question of 'What would Octavio do?' The answer is 'Don't decide—just let it go, play with that.' In that way it's really freeing as a writer to be able to examine all the possible things a character might do that are true to a version of that character. Some days I choose chaos, right? Other days I don't. They're both still me."
Of course, any story worth its salt sees its fair share of revisions during the creative process. "For a story-driven game, the story [i]is[/i] the key mechanic, so we made sure that it stayed flexible until the very end of development," says Lin. "Whenever we had the first draft of an episode written, we'd turn it into a playable version of the script with text-to-speech programs reading each character's lines. Then we'd bring all the team leads in for a table read—not just the narrative team, but the design team, character art, cinematics, audio, on and on. It was fun having the other stakeholders shout out things they wanted to try for each conversation option. If no one was picking an option, we'd think "Maybe we've got to go rewrite that; no one seemed stoked about that choice."
Release:21.10.2022
Genre:
Actionspiel
Entwickler:
Gearbox Software
Vertrieb:
2K Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
