Story in Games Pt. 1: Speaking through Song

Originally posted on the Team Junkfish blog.

This blog is based on an event that happened as part of Abertay’s Game Lab, loosely based on the topic of “story”, and how people from different disciplines tackled it in games. I was asked to provide an audio perspective, and given that I’m usually better at explaining things in written form than verbally (shocking, I know!) I decided that I’d expand and clarify a few points I spoke about and why I think they’re important. This will be the first of what will (hopefully only) be a two part blog post, and will have a few spoilers here and there, so heads up!

What is “Story” anyway?

The word “story” itself is a bit of a nebulous term. Most people would associate it with some form of narrative, such as the Hero’s Journey, that follows one main protagonist or group of people through their various trials and quests to some sort of resolution. But is that it? Is that everything that’s being told? Does the entire game world merely exist around the player character(s), with everything only being relevant them? What about everything else: the details, the history, even the context of the place and situations that you may be in. Going from A to B through C becomes much more engaging and involving if there are different forces, details and subtexts at play instead of “because that’s where you need to go”. 

Basically, how do you “build the world“?

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