Communities

Writing
Writing
Codidact Meta
Codidact Meta
The Great Outdoors
The Great Outdoors
Photography & Video
Photography & Video
Scientific Speculation
Scientific Speculation
Cooking
Cooking
Electrical Engineering
Electrical Engineering
Judaism
Judaism
Languages & Linguistics
Languages & Linguistics
Software Development
Software Development
Mathematics
Mathematics
Christianity
Christianity
Code Golf
Code Golf
Music
Music
Physics
Physics
Linux Systems
Linux Systems
Power Users
Power Users
Tabletop RPGs
Tabletop RPGs
Community Proposals
Community Proposals
tag:snake search within a tag
answers:0 unanswered questions
user:xxxx search by author id
score:0.5 posts with 0.5+ score
"snake oil" exact phrase
votes:4 posts with 4+ votes
created:<1w created < 1 week ago
post_type:xxxx type of post
Search help
Notifications
Mark all as read See all your notifications »
Q&A

Post History

66%
+2 −0
Q&A What are the top most important key elements for a computer game story?

Most stories in the genre start with an inception and end with an enlightenment. What exactly these entail depend on the story genre/setting you are working with. For example, I can take your spac...

posted 4y ago by Weckar E.‭  ·  last activity 4y ago by System‭

Answer
#3: Attribution notice added by user avatar System‭ · 2019-12-08T13:05:49Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/48366
License name: CC BY-SA 4.0
License URL: https://creativecommons.org/licenses/by-sa/4.0/
#2: Initial revision by user avatar Weckar E.‭ · 2019-12-08T13:05:49Z (over 4 years ago)
Most stories in the genre start with an inception and end with an enlightenment. What exactly these entail depend on the story genre/setting you are working with.

For example, I can take your space exploration:

- The inception is something like the discovery of FTL travel. It means something about your setting changes to such a degree that the game's central action is now either possible or vital. This will set the tone of your whole game. Alternative inceptions could be the declaration of war by a much greater power, a natural disaster, or anything.
- Between it and the enlightenment are a series of advances and obstacles. Advances tend to be either new information or the removal of problems, while obstacles introduce new problems that are solved either through gameplay or meta-actions (such as something your advisor is doing while you are managing the big stuff.) In storytelling terms, these tend to follow a "Yes, But/No, And", structure. Every mission should have at least one of these advances or obstacles, and preferably both.
- Finally there is the enlightenment. This can be either a physical or metaphysical great achievement which makes the main action of the game further unneeded. You could ascend to a higher plane of existence, end the great war, or have everything be destroyed. If it does not make sense to return to the main action afterwards, that is your enlightenment. In some cases, this is directly preceded by a crisis, which resolves any remaining obstacles.

Now, there are two general ways to tell your story; either through gameplay or through inter-mission cutscenes/text scrolls. For a game series that I personally feel tackles both methods quite well, I would recommend Tropico.

#1: Imported from external source by user avatar System‭ · 2019-10-04T09:34:47Z (over 4 years ago)
Original score: 3