Friday, 22 March 2013

Video Game Story Elements



To start off with, video games have varying genres that each has different styles of story to them, same as movies. You can have a Horror game, which depends on a good protagonist, and plenty of tense atmosphere, or an Action game, which tends to depend mainly on newer mechanics and the gameplay side of things. Video game stories are interactive, so they often have varying plot lines and things that can be done in the mean time; events don’t tend to flow as quickly, unless for some reason the game demands it. You can find interesting plot off shoots in some games by wandering from the set path. Video games also often have emotional storylines that make the player feel involved; they draw the player in so that the player experiences the events of the game vicariously through the characters. To make a player feel involved, various things can be employed, such as the camera showing the characters facial expression, at the right angle, in the right light, can make someone feel happy or sad. The setting is also important; areas in a game must always have some indication of where to go next unless the entire point is the next area is hidden. Areas to progress through are often marked by more collectables or enemies, or it being lighter in that direction.
Character back-stories are not essential, but they do help. Some characters, like Sonic the Hedgehog, only have the simplest of back stories, and all he is, is the fastest hedgehog in the world. This does not interrupt with the fast paced action of the game, nor does it detract from it. Another character, Olimar from the Pikmin series, has a back-story as an intergalactic delivery person. This helps explain certain things and adds a dimension to the story that otherwise might leave one questioning.
Point of view is mainly useful as a gameplay device, but it can also work for plot. For example, the Bioshock series is for the most part in first-person view. This helps the player to feel more connected to the main character, and helps make the atmosphere of the game work better. Bioshock used this technique to help keep one enemy, the ‘Songbird’, from being shown directly until later on.
Certain games can swap views from character to character. Most of the time this just means that a different character will go through the same events just with slight differences in dialogue, but other times that character will have a completely different experience.
One of the best ways to create a story that draws a player in and makes them feel involved is to have a particular emotional element to the plotline. The previously mentioned games have certain elements to their plots that give them uniqueness; Sonic the Hedgehog tends to favour a valuable message that can teach the player something, such as animal cruelty begin wrong. The Pikmin series has a theme of exploration, and strives to make you feel like you are truly in a wild world. Lastly, the Bioshock series has an emotional theme of dread, as if someone important could die at any moment. Another part of Bioshock is about obtaining freedom, to the point that a character allows himself to get killed in order to give the player some freedom.