Chapter 2.16. Emotioneering Techniques Category 16: Plot Interesting Techniques

Chapter 2.16. Emotioneering Techniques Category #16: Plot Interesting Techniques

Is a plot still a plot when it's different for each player?

This chapter focuses

on ways of making game plots interesting, while taking into account the many different kinds of story structures linear, nonlinear, and multi-path unique to games.

I squirm a little just to think about combining the words "plot" and "game" in the same sentence.

Plot suggests events moving in a straight line, it suggests external control, and it suggests order.[1]

[1] And thus, by extension, it connotes people who can't leave the beaten track, who can't dance, and who won't try exotic foods.

Game suggests something open-ended and chaotic. It suggests fun and play.[2]

[2] And thus, by extension, it connotes irreverence, rebellion, and teens who seek attention by having their underwear or bra-straps showing.

Putting "plot" and "game" together is like trying to combine order and chaos. It's like trying to tidy up the Big Bang.



Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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