Monday, 28 November 2016

Monday Environmental Storytelling part 1

Welcome to my part 1 research post on environmental story telling.
So starting of this week’s bout of research. The first piece I found was a very comprehensive slide show on the GDC done by Harvey Smith who worked on dues ex in the early 2000s and  Matthias Worch who worked on dead space 2 and mafia 3. As this slide show is quite large (around 80 slides) and contains many areas that are applicable to my project. For this post I’ll just be focusing on what is relevant to environmental storytelling and will continue it in later parts. Here are a few key aspects summarized:
Familiar visual references – This is the idea of using familiar or well know objects to give cues to the player either in terms off story or mechanics. For instance an example of this, medic packs.
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Medic packs are used so often in videos games that they have almost become a trope, but this is not without good reason. Most people can identify what a first aid kit looks like or at least a red/green cross,  so most people would associate these objects in the game world with health and vitality. Another example of this would be a Super Durper Mart like the one in fallout 3.
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Again thanks to the buildings gigantic sign, the large car park, vending machines and trolleys strewn around the player can easily infer that this is a super market and may contain valuable resources. It also uses the bodies being hung around this location to imply that this area may not be safe and that their could be further dangers inside. So just by looking at this scene the player has a lot of information to go on, being presented with a kind of risk and reward scenario.

Reinforcing the player Identity – This is about using the environment to reinforce the players identify in game. In the slide show they use portal as an example with the player having to perform puzzles and being made to feel like a lab rat. Another example of this can bee shown in games like halo.
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Through out halos game play your constantly pitted against waves of hostile aliens, the few allies you have are nowhere near as powerful as you are and your often fighting in exotic sci-fi environments. This all helps to reinforce the players image of themselves as this unstoppable super soldier in the future and the last hope for humanity.

Continued in part 2


Bibliography
Smith, Harvey and Matthias Worch. “What Happened Here? Environmental Storytelling”. Gdcvault.com. N.p., 2016. Web. 28 Nov. 2016.
Availble at: http://www.gdcvault.com/play/1012647/What-Happened-Here-Environmental

Image References
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