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Level Up.pdf

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T<br />

Levei 3<br />

Writing the Story<br />

Almost since the dawn of gaming, designers have debated which is more<br />

important: story or gameplay? Some designers believe games require a<br />

story to engage the player. Other designers think a story is what people<br />

use to describe play when it is finished. Pro - story designers reply that<br />

games are an artistic medium used to tell a story. Anti - story designers<br />

counter that a story is what you watch while the game loads. Designers at<br />

Game Developer Conferences all around the world face off against each<br />

other: one group yelling “Bioshock! ” while the other side shouts “Doom! ”<br />

back. Silly designers. They are both right and wrong. A game doesn ’ t need<br />

to have a story, and yet it always has a story. Perplexing? While you are<br />

chewing that over, let ’ s look at the classical definition of “ story ” as taught<br />

by everyone from Aristotle to very famous screenwriters. Here ’ s the most<br />

basic structure of a story:<br />

1. First, there is a hero who has a desire.

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