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How the plot is created for the game.

Many of us at least once thought to create something of our.
If this is a movie, a game, a picture or anything else.
In any case, you need a story, you need a plot to interest the consumer or, with the help of this story, convey the author’s thought to the masses.
Hello everyone with you Raul and I’ll talk about the plot today.

I will try not to affect the other gam-devs, to fully concentrate on today’s topic.But not to affect me at all, I will not succeed for obvious reasons, I hope it will not come out too confused.

Many of us have a certain understanding of how to develop a plot.You come up with the world, do the main characters there, the main ovary, a couple of plot branches of those who go from the main story, and that’s it, here it is a plot for an Oscar is ready.
But this is far from the case.

First you need to understand well why you are doing history.
If this is a movie, then the screenwriter must focus on characters, since in the movie industry we get a greater range of emotions precisely from the main characters.From their chewing interaction between themselves and the decisions and actions that they make.
A good example is Tarantino.
Almost every film leaves from explaining what kind of world it is and what is happening here.By putting the characters in the forefront.

In his film “Frantic Dogs”
Of the locked 90% of the tape, we see the same barn.
The scene does not really change, but the picture does not almost lose due to this, since the characters are completely taking our attention.Their dialogs their behavior is what makes you believe in what is happening with such admiration.

If this is fine art, then the main thing is the main thing.Behind the picture there should be a story that will not only excite the minds of the public but also give food for thought.
Or the story of the picture itself should be at the level.

Not so long ago https://casinosnogamstop.co.uk/ the picture of the great artist Leonardo da Vinci “Portrait of monaliza”
Someone did not perceive seriously, counting it with a second -rate portrait, one of many of his time.
Until the moment it was not stolen from the Louvre.
The loss was noticed as much as a day.
Since then it has been considered an icon of art.

What about the game dev.
Here, for the most part, it is customary to build a plot from the world where everything comes.
The player must believe and completely plunge into the universe invented by the author.
There are several rules for the competent construction of the world.In short.

1-worships.
The world should have its conventions and restrictions.
The player must understand that he is in a logical sequence of events and not in anarchy-white chaos, where everything appears from nowhere and goes there.
Should have their fundamental laws.

2-prediction
The world should have its own story.The player should feel that before he appeared here, life was boiling here and everything does not spin around him.

3-imposition
The world should be built in order to interact and be tightly intertwined with the game Mikhaniks of the game itself.

Thanks to these 3 foundations, the basis is created, the skeleton of what we want will receive.
It is like a raw dough for a baker, if it is poorly cooked, then the dish will not come out in the best way.

Walking further, we rest on the “report of information”
Whatever the exciting story
Key points are interesting in it, and the fact that sooner or later they will begin to cause fatigue between them.
For example “Dragon Adge Origin’s”
The story itself captures no worse than the best books, but for 20 hours of game another deologist with a break -in gnome, you will blindly push out with the thought “Come on me alone”
In contrast to this “jorney” that gives information through the world around and only, there are no deologists from the word at all.But there are sounds with which players communicate with each other and crates give even a grain but still information about the world in which everything happens.
In MGS5, you can listen to cassettes during the main gamplee that it is many times better than listening to the boring dialogs of secondary characters or read notes.

But you can’t transmit all the information through the world around the world, here there are cases.
And when developing the plot, many of the initial authors do not use the advantage of what they write script and dialogs for the game.
I’m not talking about the wheel of choice as in “Fallout” as there is no sarcasm.
The freshest example “Katana zero”
Where can you sig all dialogs thereby affect the sidetric branch and the world around.
Do not neglect such tools, because this is what gives a parish of games.
Games allow you to move and put a camera because it will not work in more than one movie, but the reception from other industries such as comics, the film industry, animation here work completely, if not better.

For the most part, not dialogues reveal the character, but actions.His behavior in a certain situation and interaction with the outside world.
The protagonist of Bioshock Infinite, upon arrival in the cloud city, first looks amazingly at what is happening around, and cannot believe the eyes.But as soon as he understands that he is not happy to immediately begin to act without calibrations.
Because of which we understand that this person was purposeful and he had seen a lot of life in his life.

Do not forget about how the player consumes the game.And what exactly does he play in.
For example, the majority of Indie games are based on relaxation and entertainment, they have no difficult mechanics, heaps of characters.They are much more important in Gampleple itself, the action itself.
In such games, it is sitting through the Gampleyi to serve the most successful option.
Tie the story with Gamplet so tightly that the first is visible without the second.
And consider that you coped.

But it will not work with large AAA proctates.
The sequence is important there, you need to understand and feel when to give the player to play and when it is worth inserting the cash desks so that the player rests.

You can get tired of any story, and especially if this story is given monotonously.
Give the player the opportunity to get scraps of the plot in the most obvious ways.
Whether it is music, Level Design, Character design and at least drawings on the walls.
The main thing is that when the player noticed it, he can feel and understand everything subconsciously, maybe not like you conceived it, but this is no longer important.

Game is primarily Gamplei.
It is around the gamer -pole mechanics to build a story and not for the turnover.
Avoid the text, giving the opportunity to tell history and objects.
Whether it’s the savage in The Forest or the ax of Kratos, who was given to him by the dead wife.

As for music, work with the sound designer in continuous connection, because the sound sets the tone for the game.
The Legend of Zelda is a vivid example of how the history of the world is given through music.
You hear the sounds of a block flot, home-made drums and piano.You understand that you were in a fairy tale and you will have to survive the fabulous story.
A completely different situation with doom
Hearing the dark rock immediately wants to run into battle and spread everything that falls by the arm.
Change the sound of these games in places and the lion’s share of emotions and understanding of the world and its history will be completely lost.