Game Development Reference
build to the strengths of the original IP where you can, even if this means
only doing so during cut scenes.
Maintaining the voice of the characters can be tricky when transferring
from a non-interactive medium to an interactive one. In an investigative film,
for instance, the main character may have very short scenes in which he gets
the information he needs relatively quickly. In the game version, in order not
to lead the player, the character could be asking a lot more questions which
would expand the scenes. Will this fit with the character's nature and allow
you to maintain the voice? Think about how you can keep the scenes tight
and still allow the player to control the questioning.
If a game's story is to follow that of the original, how is it going to be
transferred to an interactive medium? Scenes that simply played out in a film,
say, now have to be interactive and this must be done in a way that is faithful
to the original, work in the context of the game and retain the interest of the
players. Many players will have already experienced the story in the film,TV
series or book on which it is based, but others will be coming to the story
completely fresh.You must approach the storytelling in a way that keeps the
interest of both groups of people.
Because games take so much longer to play than it does to watch a film,
the story that worked well in the film and felt very dynamic can feel thin in
the game if it is not handled with care. Sometimes you need to create
additional story material for the game to have the same strengths as the film.
This may require approval above and beyond the normal process and may
involve a lot of additional work and the corresponding time taken for
approval. Establish these additions early, but have a contingency in case they
do not meet with the owner's approval.