Game Development Reference
Figure 5.3. Prince of Persia (2008).
2008 Ubisoft Entertainment. All Rights Reserved.
Based on Prince of Persia R
created by Jordan Mechner.
the writer to use narration or monologue to compensate for the loss of dialogue
opportunities. If secondary characters are present, then the writer might need to
delay story points until the protagonist reaches safe ground where the characters
can join the protagonist. If the aim is to put dialogue into interactive sections but
characters can't travel with the player character, then the writer and designer can look
to create sections where NPCs call out to the player from safe ground while the player
character performs a gameplay sequence.
Prince of Persia (2008), however, features a companion who is not only capable
of doing everything the player character does but who is also able to react to her
surroundings and perform in a way that keeps her feeling alive and out of the player's
way. This allows the story to be told throughout the game as the protagonist always
has another character to play off.
5.6 Linear Gameplay Equals Linear Narrative
As platform games involve traveling from A to B and are often contained in single
linear worlds, this can lead to the narratives and story designs presented in platform
games to also simply go from A to B. This does not need to be the case.