Game Development Reference
In-Depth Information
action flicks, and classic shooters like Doom . The player is part of a strike force
called First Encounter Assault Recon, investigating an experiment in psychi-
cally controlled cloned soldiers that went, once again, horribly wrong. The
game startles the player with very effective scares and surprises, using eerie
sound effects and nightmarish, cinematic cutscenes. The story is told with
NPC dialogue, radio communication from headquarters, and the voice and
image of an antagonist who communicates telepathically.
The Elder Scrolls IV: Oblivion (Bethesda, 2006). Quest design by Brian
Chapin, Kurt Kuhlmann, Alan Nanes, Mark E. Nelson, Bruce Nesmith, and
Emil Pagliarulo, Erik J. Caponi, and Jon Paul Duvall. Additional writing by
Ted Peterson and Michael Kirkbride. The player is a former prisoner who
becomes involved in the battle to stop a Daedric Lord from conquering the
mortal plane. Oblivion is an FPS with RPG elements located in an open world.
Every side quest is a story in itself. All consist of a large amount of dialogue
and conversations with NPCs. The player can choose his responses, which
in turn affect the relationships in the game. You can start and stop quests at
any time, pick up or ignore the main story. It's entirely up to the player. The
game world is filled with hundreds of books, filled with lore and information
on magic and religion, history and politics. Some connect to specific quests;
some simply add to the atmosphere. There are also cutscenes and scripted
events, a world map, and a great deal of text. Oblivion is ground-breaking
in terms of game writing and story. It melds an open world with a satisfying
narrative in a way that had only before been done in straight RPGs.
Bioshock (2K Boston, 2007). Written by Ken Levine. Additional writing by
Paul Hellquist, Alexx Kay, Joe McDonagh, Susan O'Connor, Emily Ridgeway,
and Justin Sonnekalb. Considered a spiritual successor to System Shock 2 ,it's
another great FPS/RPG. Set in 1960, the story takes place in a vast underwater
city, Rapture, built in the 1940s by a visionary named Andrew Ryan. With
Rapture now in chaos, the player explores the mystery of what caused this
bold utopian experiment to fail. The world is lovingly detailed and deeply
immersive, a perfect example of using environment to further the narrative.
The story is told with text, cutscenes, scripted events, NPC conversations, and
radio contact from a mysterious ally/antagonist. As in Doom 3 and F. E . A . R . ,
there are numerous voice recordings that delve into greater detail if the player
is interested.
Call of Duty 4: Modern Warfare (Infinity Ward, 2007). Written by Jesse
Stern. Unlike the previous WWII-themed titles in the series, Call of Duty 4
is set in the near future. The story concerns a conflict that involves the U.S.,
the U.K., Russian ultranationalists, and terrorism in the Middle East. It's told
from the perspective of a U.S. Marine and a British SAS operative and is set in
multiple locations around the world. As a player, you truly feel like you're in
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