The mobile game story is one of the ideas that drives the creation of mobile games and is very important in game design because it effectively drives the player to complete the game. Next, this article will give you a summary of how the game story to integrate with the game itself.
One, the game is not a novel, mobile game story important? What's the effect?
In addition to the beginning of the article, the mobile game story also provides game developers with more game-making time costs and game-charging settings. Of course, this is accompanied by the introduction of the game chapter-style marketing model of the role. However, the most important role is to add more fun to the game itself, more to attract players. For example, in the major download sites rated more than 9.0 of the "Brave Heart: World War" is a drama game. In the 4 chapters of the story, friendships, love, sacrifices and tragedies come to everyone, but they help each other to keep up the war of terror against humanity. This allows the player to get a strong sense of participation, Tencent, and other major forums known to many players called full perfect God.
Second, the production of a storyline-oriented game need to avoid what problems?
Hand swim that thing through the collection and collation of relevant data found that many developers have summed up a number of methods. From the macroscopic point of view, mainly includes the following aspects:
First, clear a premise to minimize the negative impact of mobile game stories. In particular, many problems arise when a designer fails to combine stories well with the original game mechanism. Therefore, the dynamic changes of the game mechanism should be integrated into the storyline.
Again, avoid offending the three major "minefields" of the motion game's plot design.
First, avoid cognitive conflict. When you leave the narration and the play, the game often appears an internal psychological contradiction, but also a narrative contradiction. It's a mismatch between what the story says and what the player is doing or experiencing. For example, when you watch the animation of a game, the protagonist feels sorry for his family's separation, and then in the next scene, he drives a lot of people to death.
Second, avoid identity conflicts. For books, a large number of literary works describe the story in the third person, and you interpret the text independently. And the movie, usually the second person narration: You watch the events that unfold in front of you. The game is the first person to tell the story: you have to experience it yourself! However, in bad game narration, we usually encounter a lot of identity conflict. At that time, while exploring the world and playing the strange protagonist, the role is not controlled by you to interact with other roles.
Third, avoid the conversion of different person mode. This usually happens when the game switches between "narrative mode" and "game mode." This minute you are still playing the game, the next minute you become a movie. This destroys the feeling of immersion and eliminates all the tension that is raised during the game.
Three, how to design the plot to let mobile games and story development perfect fusion?
In contrast to books and movies, the mobile game is still in the "silent era" of the game. "The hand swims that point suggestion, the clear story route, and maintains the open attitude to the different game story narration way."
1 How to solve the story line confusion in the production process of the plot game? You can try to learn Ffgamebook (FF) to help us look at the main lines and branches of our stories from a macro perspective. Its text is divided into countless sections and numbered, and when the reader finishes a section, it makes a choice, and the reader has different choices for different sections. Like this:
At present, there are many IP hand tour pursuit of the restoration of movie plots and characters such as narrative style design game story. Perhaps, we can redefine the narrative of the game, really care about the story that happens in the hearts of players, so that the game and the plot more integration, give the player a real story experience.
2 How to care about the story of the player's heart? The first thing to be clear: the excellent game narrative requires that the dominant story is integrated with the player story and cannot be segmented. To put it another way, the story is adapted into a game, the film version of the story needs to be divided into separate scenarios, and the play and these scenes blend together.
What is a dominant story? is the theme of the game story. For example, the theme of this game can be to fight zombies, or explore the world and save the princess. The dominant story implies a game aesthetic situation, which is clearly expressed by the picture, the sound and the text. RPG, adventure games and action games often emphasize explicit stories, but not all games have this narrative.
What is a player story? The player's personal experience. Players experience many things, experience emotions, recognize roles, and understand events. Their own behavior is associated with the results on the screen. I believe that through the above introduction, you have already understood the heart of the player to care about the story, is the unification of the two game story narrative way.
3 How do you make the player always the experience of the story of the game? Unfold the situation naturally in the play. The plot of the story is not determined by the game designer, but by the player and the player's friends.
First, it is worth learning from the practice of the "Half Life" series: Players never lose control of their roles. The character is talking next to the player, and the moving image is in front of you, but the player always controls the character. In these sections, you may not be able to enter certain areas, but you are still free to walk and view things, watch events occur while keeping control.
The second, it is worth learning from "My World: Story Mode" approach: The series of games have original plot, and the story will be based on the choice of players to move forward. Instead of designing very specific plot lines, roles, dialogues, and events, designers design a situation where these elements can be highlighted when they are created.