Carson, Don
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry (01.03.2010)
Definition “environmental storytelling”: “One of the trade secrets behind the design of entertaining themed environments is that the story element is infused into the physical space a guest walks or rides through. In many respects, it is the physical space that does much of the work of conveying the story the designers are trying to tell. Color, lighting and even the texture of a place can fill an audience with excitement or dread.
Much of this is done by manipulating an audience’s expectations, which they have based on their own experiences of the physical world. Armed only with their own knowledge of the world, and those visions collected from movies and books, the audience is ripe to be dropped into your adventure. The trick is to play on those memories and expectations to heighten the thrill of venturing into your created universe.” Quoted in Jenkins, H ~ Game Design as Narrative Architecture
“When I say story I am not talking about a linear “once upon a time” type story. I am talking about an all encompassing notion, a “big picture” idea of the world that is being creating. A set of rules that will guide, the design and the project team to a common goal. It is this first step that will insure the created world will be seamless.”
“Self discovery can be even more enjoyable than having the story spelled out for you in the opening credits.”
He calls story chunks “story elements.” Jenkins calls them “micronarratives.”
“One of the most successful methods for pulling your audience into your story environment is through the use of “cause and effect” vignettes. These are staged areas that lead the game player to come to their own conclusions about a previous event or to suggest a potential danger just up ahead. […] Whether you create notes scattered throughout your environments, or have the game player follow the destructive path of some dangerous creature, “cause and effect” elements will only heighten the drama of the story you are trying to tell!”
“The design mantra “Less Is More” applies. […] One trick is to save your most decorative elements for areas you wish to draw your audience to. Rather than cluttering an unimportant corridor with gorgeous ornamentation, simply save one detailed element for the end of the hallway and let it draw your audience, like a dangling carrot, into the next space.”
“Though it is you who has orchestrated the environment, when it is done right, the game player has the illusion that they are in complete control of their character’s destiny.”
“If you must create a long expanse of repeating pillars, or some such element, make one unique among the rest. Nudge it out slightly, or knock the thing right over, it will only add life to an otherwise mathematically perfect, but boring, environment.”
“Above all, make the game playable, but use your knowledge and Story to support the enjoyment of your game rather than confusing it.”
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