Train2Game Game Designers in particular that in order for a game story to be strong, it needs strong characters.
However, a strong setting can also be an important piece of narrative in itself and Irrational Games boss Ken Levine believes this to be the case with the Bioshock series.
“In BioShock 1, I think the biggest character in the world … was the world, the world of Rapture,” he said in a newly released Bioshock: Infinite developer diary which Train2Game blog readers can see below.
“In Infinite we’re continuing that tradition as well: that there’s a lot of narrative told in the world, probably on the same scale as with BioShock 1.”
The developer diary also features Troy Baker and Courtnee Draper, the voices of Bioshock: Infinite Booker and Elizabeth respectively.
“Our challenge is we don’t have a very presentational medium” said Baker.
“When you think about storytelling in a lot of games you think about cutting to a cutscene and being locked into place, and that’s not something we really like to do. So we created these two characters,” he added.
The idea of an environment as a character in games was discussed at the BAFTA Games Writers Panel earlier this week, with games writer Rhianna Pratchett arguing that the “character of Rapture” was a particularly strong way of telling the story of Bioshock.
Train2Game interviews with members of the BAFTA Games Writers Panel will be published on the Train2Game blog in the near future.
Earlier this year, the Train2Game blog reported that Levine says game developers of all disciplines need to “get comfortable with throwing their stuff away” Meanwhile, Bioshock featured as a major part of Sony’s E3 presentation.
So Train2Game, what are your thoughts on the environment as a character in games? What game environments do you think help tell the story?
Leave your comments here on the Train2Game blog, or on the Train2Game forum.
[Source: VG247]

The narrative of video games is 