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Narrative Jam: Community Center

a free narrative and writing hub discussing resources, tools, and formats · By Zachary Fried (he, him, his)

Mission Fiction/Encounters/Quest Design

A topic by Zachary Fried (he, him, his) created Mar 16, 2021 Views: 242 Replies: 3
Viewing posts 1 to 4
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Narrative designers frequently remind writers of "player agency." Player agency is a number of factors that regard the abilities and choices a player can make in a game. Audiences with a great extent of player agency will be able to control the following:

  • When, where, and what missions occur at any point in time.
  • The options to confront or neglect encounters
  • How a player solves missions, quests, or encounters through weapons, abilities, tools, and other various assets
  • What players ask NPCs versus what they are told by NPCs
  • More than one-uniform ending of mini-stories or a complete video game plot

The list goes on infinitely. What makes story and quest design unique is how narrative and game writers mix and match these options. Some players enjoy video games that have a linear story so when they replay them, they know the outcome of a plot every time. On the other hand, some players prefer video games with branching structures, numerous plots or endings, and less cinematics.

Keep in mind, as an entry-level writer or designer, a lower amount of player agency, dialogue, or written text will allow you to quickly showcase your storytelling skills. Employers look at many portfolios and resumes quickly during application processes, they will read shorter story bibles and play shorter games; portfolios containing a vast amount of 5-10 minute reads will help you land positions...in progress:)


Soon I will share more mission or encounter formats like flow chats, excel sheets, and other various examples. Currently, examples are in other Writing Samples and Examples topics.

✨ Writing a script for a video game

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SOURCES -

http://gamewriting.org/game-writing-examples/}

Book:The Game Narrative Toolbox