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Home > Tutorials > Game Development > In-Game Story Types

In-Game Story Types


In RPG/Adventure games, many times a creator chooses to tell a story. There are a few common styles of game story-telling that are used.

Open - The game designer has only created a world and a set of characters.

The player has complete control of where they go and what they do in the game.

There is really no dialogue included in the game unless there are shopping options or rest areas. All events in the game are randomly generated.

Examples of this are: Rogue, Text-Based Dungeon Crawlers, Etrian Odyssey, MMORPGs, Mario Brothers, Arcade Games

Semi-Open/Fluid - The game designer creates a world, characters and settings/situations. The player can play through the world however they see fit. There is usually one main storyline or main branches of a storyline that the player can choose to follow.

The player is given choices which affect their gameplay. Their choices in branching dialogues, choice of quests, and so on will allow the player to craft their own story.

Events in the game are based on in-game choices made by the player.

Examples of this are: Neverwinter Nights and similar style games, World of Warcraft to some extent, and Pokemon games.

Closed/Linear - The game designer creates a world, characters and a storyline to follow.

The player is guided down a linear story thread. There can be side branches but the main game does not move on until the player finishes a task that the game designer set in place.

Events in the game are set by a specific trigger decided by the game designer.

Examples: Tales Series, Legend of Zelda Series, Final Fantasy, most RPGmaker games.
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There are pros and cons to each type of game.

Open games are not really good for story-telling. It gives authorship to the player. Usually the games are about a specific system or exploration. There really is no story to tell.

Semi-Open games is where the game designer and player co-author in a sense. The Game designer may set limits or a situation with multiple possibilities along the way. The player can choose any combination to make their game personal to them.
Of storytelling games, this is the hardest to write for. The more choices you can give a player, the more freedom the player will seem to have.

Branching dialogue is a defining feature of this style. "Collecting" style games also fall into this category.

Linear games turns the game designer into the author and the player into a reader of sorts. There is a definite beginning, a middle and an end. This can be easy or difficult to write depending on how well the game designer writes stories.

Linear games can be made more dynamic and interactive if they borrow elements from Semi-Open and Open games.
A linear game can have customizable characters, branching dialogue, a variety of quests to choose from and other choices to present the player. 
Details
Tutorial: In-Game Story Types
Date Listed: 2008-11-03
Author: Modesty
Total Hits: 2858


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