Designing the Narrative

To start we decided to decipher how do we want the player to view this story, with the guidance of the Lead Game Designer, we decided that to keep things personal, the POV of the game would be First Person and with information gained for the UX department, we discovered also an element of Voice Recognition would be something that we wanted to give more engagement for the end user.

To implement this, the narrative was split into two main sections. Part 1 being the main part of the story which is following the already constructed narrative from ‘The Monkey Paw’ short story and Part 2 being the place of no return as this is were the significant moment where the user will select the path of the narrative where everything would change following this point onwards. Considering we have apex point were the narrative changes, we introduce the concept of choice, but if this is only choice made in the game, ‘The Monkey Paw’ would be extremely uninteractive, essentially meaning that the player would be largely watching a movie and only making one choice.

Expanding the Narrative

Because of the aspect of choice being introduced to game, we could expand on the amount of choices available to the player and split them into seperate categories.

  • Green Choices - These choices are created to expand on current narrative devices which doesn’t effect the narrative of the story by provides much needed context to the characters, the scenario and ‘fun facts’ in order to add small details to support and give life to a believable environment.

  • Red Choices - These choices are made available to the player which will drastically change the overall narrative going forward with the story. These can be considered points where the choice made the player is extremely significant but shouldn’t give notice to the player that these are happening rather making sure the player understands this concept later on.

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Story-Flow Diagram

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The Selection of the Story