When we use the word storytelling, very often we mean “telling a story”.
Storytelling is the process of communicating through a story. The goal is to give emotion, to persuade, and also to sell something inside of the game.
Game design offers many tools to build the story to reach this goal:
- Gameplay (or UX) design helps leaving to mechanics some story outcome. We saw the other day the critical success/failure
- System design identifies resources, rewards, and balances to give proper meaning to each action
- Narrative design offers concept, worldbuilding, characters, dialogues, cutscenes
- Level design enables the learning of core concepts (skill atoms) and arranges the environment.
The storytelling process:
– starts from concrete goals to achieve
– identifies what is measurable and how*
– creates and implements the story to excite, persuade, and sell.
When your game is silent, still offers a narrative. Still tells a story. Dozens of games are published every day. The way of communicating through the story is one of the keys for the Players to choose us.
* Not everything should be measurable, that is a common misconception. Not everything that cannot be measured should stay out of the equation. But that’s another post.
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