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Valentina Tamer (Senior Narrative Designer, Ubisoft Paris Mobile)
Location: Room 2016, West Hall
Date: Monday, March 18
Time: 9:30 am - 10:30 am
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Game Narrative
Vault Recording: Video
Audience Level: All
Live games have the ambition to go on for as long as they remain profitable. This means that any narrative needs to be written in a way that could potentially go on forever, too. Videogames aren't the first medium to try this, and specifically television shows can serve as means to understand how to pull it off. But due to their interactive nature, games have narrative potential and tools that are entirely unique to the medium, such as non-linear narrative, emergent storytelling, time-limited events, and using narrative design to convey a story beyond plot. This talk will dive into the manifold narrative opportunities of live games, how to structure seasonal plot with inspiration from TV shows, and how to keep a long-running story interesting for many years to come.
Writing seasonal stories for live games can be done in many ways: A season's narrative may consist of themed content packages, story progressions, time-limited events and more. If we want to have a seasonal story progression, writing for television can give us pointers how to do it.
Narrative designers and game writers of all experience levels, especially those interested in storytelling for games-as-a-service. Additionally, any game developers working on live games, as this talk may serve as an inspiration for a live game's general seasonal structure, and can enable better collaboration with narrative teams.