Sunday, 14 April 2013

Elements in being a Game Story Designer

GENRE: Iron Hearts is a linear, single-player space opera in the vein of Halo, Half-Life 2, Gears of War and others. Compare the amount of story we experience in the first 30 minutes of Iron Hearts to other alien/zombie/military shooters.
STORY: Iron Hearts is a "real time" linear story. Critics cite the forced exposition of flashbacks, narration and journal entries as trite techniques that overlay story on top of gameplay. In Iron Hearts, the story and characters develop as the game unfolds, in real time, without the use of pace-breaking plot devices.
CHARACTERS: Critics regularly deride games for use of cliche characters and stereotypical plotting. Iron Hearts, with its huge cast of compassionate characters and realistic (aka silicone free) women, strives to show that, as we know, action games can offer much more than indestructible super soldiers, spiky-haired metrosexuals and sexed-up femme fatales.
LEVELS: Iron Hearts replaces backtracking, filler and level grinding with character development as the central goal of every level. Iron Hearts hopes to show that the player's feelings about the characters aren't static, but can grow and progress while the action remains fast and furious.
DIALOGUE: Although Iron Hearts' dialogue is written in a modified screenplay format, Iron Hearts is not a screenplay (or a television show or novel). Therefore, typical lengthy speeches and expositional conversations are replaced with fast snippets to allow for player interactivity and non-stop action. Again, compare the type of dialogue in Iron Hearts to typical alien/zombie/military shooters.

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