{"id":54257,"date":"2018-10-11T21:01:00","date_gmt":"2018-10-11T21:01:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/328457"},"modified":"2018-10-11T21:01:00","modified_gmt":"2018-10-11T21:01:00","slug":"video-a-design-centric-approach-to-developing-characters-stories","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/10\/11\/video-a-design-centric-approach-to-developing-characters-stories\/","title":{"rendered":"Video: A design-centric approach to developing characters &amp; stories"},"content":{"rendered":"<p>Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world?<\/p>\n<p>The answer, at least care of veteran game designer Matthias Worch\u00a0(<em>Mafia III, Star Wars 1313, Dead Space 2<\/em>) circa 2011, is\u00a0both, and\u00a0the game designer must work carefully to keep the interests of these two consciousnesses aligned.<\/p>\n<p>At GDC 2011, Worch\u00a0gave a great talk that examines\u00a0how we reconcile developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of uninhibited agency. The practical techniques presented by Worch suggest a path to designing stories that don\u2019t simply provide a context for the players actions, but instead create impulses and motivations within the player that are in alignment with those of the avatar.\u00a0<\/p>\n<p>It was well worth watching, so if you missed it way back in 2011 take advantage of the fact that Worch&#8217;s talk has now been made\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=7bCjollo4ng\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer, at least care of veteran game designer Matthias Worch\u00a0(Mafia III, Star Wars 1313, Dead Space 2) circa 2011, is\u00a0both, and\u00a0the game designer must work carefully to keep [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":54258,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-54257","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/54257","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=54257"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/54257\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/54258"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=54257"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=54257"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=54257"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}