Some thoughts about #narrativedesign on a live game (GaaS) – a thread (because why not):
I don’t pretend to hold any truth, just thought it’d be interesting to share thoughts (could be informative to aspiring writers and designers) and bounce ideas maybe:
I don’t pretend to hold any truth, just thought it’d be interesting to share thoughts (could be informative to aspiring writers and designers) and bounce ideas maybe:
1/
A live game feels like a live radio show w/o archives: Anyone can join the story anytime. There’s no ‘save game’ to replay any part of it, things get updated on a regular basis. Players are often the most exposed to what’s out of the game, lore wise (social media, trailers)
A live game feels like a live radio show w/o archives: Anyone can join the story anytime. There’s no ‘save game’ to replay any part of it, things get updated on a regular basis. Players are often the most exposed to what’s out of the game, lore wise (social media, trailers)
2/
No clear beginning,no clear ending: There are no real means to predict when players will join the journey. There’s little control over what the players know about the story. Also the lore is sometimes influenced by a mix of insider jokes, memes, and ‘collective obsessions’
No clear beginning,no clear ending: There are no real means to predict when players will join the journey. There’s little control over what the players know about the story. Also the lore is sometimes influenced by a mix of insider jokes, memes, and ‘collective obsessions’
3/
Unstable format: Live games have to adapt A LOT to many constraints (internally and externally). It’s quite rare that a live game keeps the same format (in terms of the things you ship and when) more than a couple of years. It’s harder to rely on a specific story format.
Unstable format: Live games have to adapt A LOT to many constraints (internally and externally). It’s quite rare that a live game keeps the same format (in terms of the things you ship and when) more than a couple of years. It’s harder to rely on a specific story format.
4/
Players’ expectations over time: I’m suspecting players can develop a very intimate relationship with a live game because it’s less a ‘finite experience’ with a clear objective, more like a ritualistic hobby becoming part of their lives.
Players’ expectations over time: I’m suspecting players can develop a very intimate relationship with a live game because it’s less a ‘finite experience’ with a clear objective, more like a ritualistic hobby becoming part of their lives.
5/
For a risky comparison, non-live games are like summer romances VS a live game is more like a long-term relationship. One you know is not gonna last forever – hence you can be a bit bolder. The other one is meant to last as long as it can – a balance between old vs new.
For a risky comparison, non-live games are like summer romances VS a live game is more like a long-term relationship. One you know is not gonna last forever – hence you can be a bit bolder. The other one is meant to last as long as it can – a balance between old vs new.
6/
Players’ nostalgia VS team’s fuel: Keeping a team inspired, and excited on a game that’s been live for years (and in prod for even more) is a challenge. And you have players who will always long for the ‘honey moon’ phase and will be resisting to change.
Players’ nostalgia VS team’s fuel: Keeping a team inspired, and excited on a game that’s been live for years (and in prod for even more) is a challenge. And you have players who will always long for the ‘honey moon’ phase and will be resisting to change.
7/
Maybe that’s why there are changes in tone or themes over time in live games. Creative people need to try things and surprise themselves to stay engaged. Players sometimes idealize the beginning of their journey and can be reluctant to try something new.
Maybe that’s why there are changes in tone or themes over time in live games. Creative people need to try things and surprise themselves to stay engaged. Players sometimes idealize the beginning of their journey and can be reluctant to try something new.
8/
Because of all this, what we call ‘exposition’ in a story (the crucial moment when the audience needs to quickly learn what’s going on, to get emotionally engaged) is always a tricky exercise in a live game.
Because of all this, what we call ‘exposition’ in a story (the crucial moment when the audience needs to quickly learn what’s going on, to get emotionally engaged) is always a tricky exercise in a live game.
TL;DR: Narrating on a live game means giving up A LOT on control; also the emotional attachment some players have with the game is different than in a non-live game possibly (either more intense or more ‘ritualistic’)
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