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Lucas Loredo (Narrative Designer & Writer, WolfEye Studios)
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Game Narrative
Vault Recording: TBD
Audience Level: No
How do you tell a compelling story when all the most important characters can be killed? In this session, narrative designer Lucas Loredo breaks down how to construct narratives in games where players are given the ultimate freedom: to break the story. He'll explore the best practices developed at WolfEye Studios for their immersive sim Weird West, from modular storytelling to effective branching, from writing stories that support rule-breaking players to old-fashioned plot failsafes. Then, the conversation will open up to address what makes for good storytelling in games in general, why so many games aren't leveraging the medium's best tools, and what sort of design philosophy will finally help us cut the umbilical from television and film once and for all.
This session will give attendees the most up-to-date toolkit for how to tell stories in games where players are allowed (and encouraged) to break the story: plot delivery mechanisms, story responsiveness, smart branching (without breaking the budget), supporting player archetypes through narrative, how to reduce (or eliminate) cutscenes, and more.
This session is intended for developers with a vested interest in story—which means, all developers! Though narrative designers and level designers will likely be the ones who most directly benefit, the talk investigates general game-design philosophy in a way that should appeal to all developers in the industry.