{"id":3278,"date":"2015-10-14T15:48:46","date_gmt":"2015-10-14T19:48:46","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2015\/?p=3278"},"modified":"2015-10-14T15:48:46","modified_gmt":"2015-10-14T19:48:46","slug":"not-games-environment-for-story","status":"publish","type":"post","link":"http:\/\/mycours.es\/gamedesign2015\/2015\/10\/14\/not-games-environment-for-story\/","title":{"rendered":"Not Games &#8211; Environment for Story"},"content":{"rendered":"<p><span style=\"font-weight: 400\">Christian Murphy<\/span><\/p>\n<p><span style=\"font-weight: 400\">10\/14\/15<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400\">A game that used environmental storyteller extremely well was Battlefield Bad Company 2\u2019s online multiplayer. Back before DICE and EA pulled all the environmental bullshit of BF3 and BF4\u2026 BF had fully destructable environments in the Bad Company series. This meant houses would lose walls, windows would shatter, trees would fall, and ultimately entire structures would collapse killing everybody inside.<\/span><\/p>\n<p><span style=\"font-weight: 400\">This was immensely powerful for an online war game, because it showed the routes of battle. The game mode \u2018rush\u2019 has players defending bomb sites, while attackers went to set charges. Because the size of the map, parts of the environment would remain untouched while others would see heavy battle.<\/span><\/p>\n<p><span style=\"font-weight: 400\">It was visceral to see how lobbing several grenades into a house would send bodies flying out, and simultaneously collapse the roof destroying the cover provided. It also added to the strategy of the game as snipers could crawl across the rubble and hide amongst the ruins using the dust to cover their advance. In the Vietnam expansion this was expanded with flamethrowers destroying jungle terrain, and ancient ruins being toppled by invading marines.<\/span><\/p>\n<p><span style=\"font-weight: 400\">I thought this mechanic created near endless environmental stories. As you spawn into captured territories, the land is littered with rubble and destroyed gun emplacements. Even though bodies disappear for system performance, the landscape speaks to the struggles that players have overcome, the burnt out tanks, scarred roads, and ammo packs of dead soldiers.<\/span><\/p>\n<p><span style=\"font-weight: 400\">I remember one specific time where this environmental technique was incredibly effective. We were raging an intense battle over the second last point in a map. Snipers had lined the ridge blocking any potential cover to get to the spawn point. Everything had been destroyed except for one house. It lay in a field of rubble as the other 5 houses had been leveled by explosives and tank fire. After we eventually counter sniped the enemy, but only had a handful of men left who took the point, the only thing standing was this one house. When we narrowly won the match and the camera flew around the battlefield, I was reminded of our close victory by seeing this structure. The battle could have gone either way.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400\">Notes on Walking Simulator<\/span><\/p>\n<p><span style=\"font-weight: 400\">What Happened Here? Talk on Environmental Storytelling<\/span><\/p>\n<p>ecology of storytelling<\/p>\n<p><span style=\"font-weight: 400\">item and enemy placement<\/span><\/p>\n<p><span style=\"font-weight: 400\">Physical boundaries<\/span><\/p>\n<p><span style=\"font-weight: 400\">Staircases, walls etc<\/span><\/p>\n<p><span style=\"font-weight: 400\">restrictions create meaningful interaction<\/span><\/p>\n<p><span style=\"font-weight: 400\"> &#8220;The Imago Effect&#8221;, which covers the subject of how identity is in part performative and part shaped by context.<\/span><\/p>\n<p><span style=\"font-weight: 400\">use player context to bring meaning to environment (booze, cash register, stripper poles)<\/span><\/p>\n<p><span style=\"font-weight: 400\">\u201cWe&#8217;re saying that the game environment, which has been derived from a fictional premise, can communicate \u2022 the history of what has happened in a place \u2022 who inhabits it \u2022 their living conditions \u2022 what might happen next \u2022 the functional purpose of the place \u2022 and the mood.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400\">Images of environment makes player ask- what happened here?<\/span><\/p>\n<p><span style=\"font-weight: 400\">Telegraphing: Foreshadowing gameplay elements by using the environment<\/span><\/p>\n<p><span style=\"font-weight: 400\">blood leading to doorway<\/span><\/p>\n<p><span style=\"font-weight: 400\">body electrocuted on fence<\/span><\/p>\n<p><span style=\"font-weight: 400\">Important part is what environment alludes to that we don\u2019t see<\/span><\/p>\n<p><span style=\"font-weight: 400\">Child slave den for torture Fallout 3<\/span><\/p>\n<p><span style=\"font-weight: 400\">interpretation is compelling<\/span><\/p>\n<p><span style=\"font-weight: 400\">builds investment<\/span><\/p>\n<p><span style=\"font-weight: 400\">provides closure<\/span><\/p>\n<p><span style=\"font-weight: 400\">Process of making a good environmental narrative<\/span><\/p>\n<ol>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Create a discernable chain of events<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Ensure the event engages the player<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Create Characterization<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Minimize disconnects between player\u2019s thoughts and scripted events<\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400\">Echo: Relating to the larger societal construct of the world<\/span><\/p>\n<p><span style=\"font-weight: 400\">Player leaving visual mark on world because of their action<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Christian Murphy 10\/14\/15 &nbsp; A game that used environmental storyteller extremely well was Battlefield Bad Company 2\u2019s online multiplayer. Back before DICE and EA pulled all the environmental bullshit of BF3 and BF4\u2026 BF had fully destructable environments in the Bad Company series. 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