讲故事与叙事2016marclaidlaw.com编辑精选
为《半条命》写作
Writing for Half-Life
导读
《Writing for Half-Life》回顾《半条命》的叙事写作:如何让故事与第一人称玩法交织,使玩家始终处在弗里曼的视角里;也谈到当年“FPS 不需要故事”的行业偏见。对写作者来说,它值得读,因为它示范了如何把叙事藏进体验,而不是外挂在体验上。
可以直接用的写作要点
- 01
用受限的第一人称视角把读者/玩家留在主角的处境里,代入感来自“不离开这双鞋”。
- 02
让故事线与动作、场景和可探索细节交织,信息摆在那里但不强迫接收。
- 03
不要因为预设“硬核受众只想爽”就放弃叙事层次,受众并不像偏见设想得那样排斥故事。
- 04
好叙事可以既是可选的,又是可发现的:想深挖的人能拼出全貌,只想推进的人也不被卡住。
HN 评论精选
故事与玩法交织、且不强迫玩家接收,是《半条命》沉浸感的关键。
这呼应了 Yahtzee 多年后对这款游戏的评价,而且依然成立:《半条命》之所以震撼,正因为你从未离开弗里曼的鞋子。它的故事与玩法交织,所有碎片都摆在那里可见,但如果你只想射外星人,也没问题。它是少数其他游戏难以捕捉的创新与感受的集合。
qwertyuiop924查看英文原文
This echoes what Yahtzee said about the game years later, and it still rings true: Half-Life is such a powerful experience precisely because you never leave the shoes of Freeman. Its story interleaves with its gameplay, and the pieces are all there to see, but if you just want to shoot some aliens, that's okay too. It's a collection of innovations and feelings that few other games have been able to capture. On an unrelated side-note, if you've played Half-Life, Freeman's Mind is a must-watch: it's an astoundingly funny bit of comedy that is just so brilliant. Yahtzee Crowshaw's (yes, the very same guy I mentioned above) LP of the game (Let's Drown Out All Of Half-Life), while by no means a must-watch, is also reccomended.
轻视叙事的做法,最终会被把故事融入体验的作品比下去。
很久以前读到 John Carmack 坚持 Doom 和 Quake 只需要一个交互键,以及找钥匙卡开门的关卡设计。看看 id 在《半条命》之后因玩法和故事浅薄而受批评,我怀疑他是否真的明白自己错得有多厉害。
AceJohnny2查看英文原文
> Before beginning work on Half-Life, I encountered a lot of comments to the effect that a first person shooter didn’t need a story—that hardcore gamers didn’t want one, and that anything more complicated than a bunch of moving targets and some buttons to push would be lost on them. I remember reading a long time ago that John Carmack insisted that Doom and Quake needed nothing more than one interact button and the depth of level design of finding keycards to unlock doors. Considering how ID Games have been received after Half-Life, i.e. criticized for their lowbrow gameplay and story, I wonder if he ever really understood how wrong he was.
未采用的剧本和故事笔记,对研究叙事走向仍有学习价值。
既然《半条命 3》大概永远不会发布,我希望 Valve 公布他们手头的任何剧本或故事笔记。我想看看原本可能发生什么。
jakebasile查看英文原文
Since HL3 is probably never going to be released, I'd love it if Valve released any script or story notes they had for it. I want to see what would/could have happened.
同类还值得读
Pixar in a Box:可汗学院的皮克斯讲故事课
Pixar in a Box – Khan Academy
这篇是 Khan Academy 与 Pixar 合作的“Pixar in a Box”项目介绍,用计算机图形和动画制作来讲解数学概念。
讲故事与叙事2015 · 753 分 · 65 评4 条写作要点编辑精选皮克斯的讲故事法则
Pixar's Rules of Storytelling (2013)
这是皮克斯动画工作室流传甚广的 22 条讲故事法则清单,从“从前有个___,每天___,有一天___”的骨架,到如何重写自己讨厌的作品。
讲故事与叙事2018 · 513 分 · 74 评4 条写作要点编辑精选皮克斯通过可汗学院提供免费在线讲故事课程
Pixar offers free online lessons in storytelling via Khan Academy
这篇报道介绍皮克斯与可汗学院合作的免费在线课程《讲故事的艺术》,把皮克斯内部的故事创作方法公开给普通学习者。
讲故事与叙事2017 · 503 分 · 93 评4 条写作要点编辑精选用皮克斯的故事公式说服投资人
Use Pixar's story formula to win over investors
这篇文章借用皮克斯的故事公式(以《海底总动员》为例)来示范如何给投资人讲创业路演故事:先讲目标、再讲障碍、最后讲改变。
讲故事与叙事2021 · 439 分 · 188 评4 条写作要点编辑精选贝索斯如何把叙事变成亚马逊的竞争优势
Jeff Bezos Turned Narrative into Amazon's Competitive Advantage
这篇讲杰夫·贝索斯如何把“六页叙事备忘录”变成亚马逊的管理与竞争优势:用可独立阅读的叙述性文档替代口头汇报和 PowerPoint。
讲故事与叙事2019 · 435 分 · 181 评4 条写作要点编辑精选