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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

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Designing Active Time Lore for 'Final Fantasy XVI'

Momoka Aono  (Game Designer, Square Enix Co., Ltd.)

Location: Room 3016, West Hall

Date: Thursday, March 21

Time: 11:30 am - 12:30 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

For a story-driven game which has heavy and complex lore, players' understanding the in-game world leads to deeper immersion, but the in-game terminology and unique world rules sometimes make players feel that it's hard to grasp the background.
While fantasy games often use glossary and texts to introduce the in-game world's rules, what people's common sense is, or lots of characters and place names that difficult to remember, most players, except the ones who are interested in lore, rarely reads them.
In this session, we will demonstrate how UIs can help players better understand the story of the game through examples of the lore support system called "Active Time Lore", invented for FINAL FANTASY XVI.
Active Time Lore helps players with a selection of lore tips they need "at the moment" by responding to input a player's pausing during a cutscene or gameplay.

Takeaway

Attendees will learn the example of designing the new lore system and how to make players understand the in-game world and to be curious about its lore, through the three years' development team struggling to create UIs, program and implement lots of data.

Intended Audience

This session is for anyone who are interested in lore-related game systems, especially narrative or UI designers, artists and programmers. No special skills are required.



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