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The Last of Us — The Art of Video Game Storytelling

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  1. mundane_and_naive
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    This channel usually analyzes film screenplays and here he applied the same treatment for the script of The Last of Us, highlighting the ways a game does screenwriting differently to traditional...

    This channel usually analyzes film screenplays and here he applied the same treatment for the script of The Last of Us, highlighting the ways a game does screenwriting differently to traditional media.


    This got me thinking about the writing process for video games in general. TLoU and many other AAA titles are very close to films, so it makes sense to adopt the screenplay format. But there are also games that don't try to emulate the movie experience necessarily but whose stories are still clearly the focus since the beginning of development. Games like Life is Strange and Telltales' games with lots of dialogue options and branching paths; or games like those by Supergiant where narrations are responsive to a multitude of player's actions and progression while also conveying an overall linear narrative; or experimental games like Gone Home, Her Story, Return of the Obra Dinn... where story elements are disjointed and laid out in such a way that player can technically discover them in any order, but can never accidentally stumble upon key plot reveals... What tools do they use, how do they structure their plot on the page, how do they write in such a way that can account for gameplay options and restrictions while still allowing the writing process to flow naturally? On the more conceptual side, what are some of the literary techniques or story structures that are specific to interactive narratives?

    With the large number of story-focused games nowadays, I wonder if someone out there has put together some sort of comprehensive review of the different tools and techniques that creators have employed when it comes to writing story for games effectively.

    2 votes