{"id":963,"date":"2015-09-27T15:04:19","date_gmt":"2015-09-27T19:04:19","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=963"},"modified":"2015-09-27T15:07:28","modified_gmt":"2015-09-27T19:07:28","slug":"storytelling","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/storytelling\/","title":{"rendered":"Storytelling"},"content":{"rendered":"<p>This week was more level six work! The end is within sight, and I hope to finish it next week. Now without further ado, let&#8217;s talk a bit about storytelling!<\/p>\n<p>One bit of polish I&#8217;m bringing to Bleed 2 is that the whole game is designed as a seamless experience; every encounter leads directly and logically to the next with almost no cut-aways, time skips or fades to black. I&#8217;m hoping for it to come across as one giant, epic mission &#8212; especially in Arcade Mode! &#8212; and in general think it lends gravity and context to what you&#8217;re accomplishing.<\/p>\n<p>So for example, when you beat the Mirror Core at the end of level one, there&#8217;s a little cutscene that plays to transition you to the next level.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-967 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/09\/level12AVI_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>Same goes for all levels, and all the markedly different sections within levels! Transitions are as quick as possible without being jarring, and don&#8217;t take control away from you &#8212; the only ones to sometimes violate these rules are the end-of-level cutscenes, which I&#8217;m showing here (go figure.)<\/p>\n<figure id=\"attachment_968\" aria-describedby=\"caption-attachment-968\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-968 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/09\/level34AVI_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption id=\"caption-attachment-968\" class=\"wp-caption-text\">Even still, they&#8217;re around 5sec, tops.<\/figcaption><\/figure>\n<p>Mostly this is me going that little bit extra, trying to elevate Bleed 2 as much as I can, but in general it&#8217;s an attempt to improve how I tell stories in my games. Ever since my first game, Frequency (which had a loooot of action-murdering talking), it&#8217;s something I&#8217;ve tried to work on.<\/p>\n<p><!--more--><\/p>\n<figure id=\"attachment_965\" aria-describedby=\"caption-attachment-965\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-965 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/09\/freqAVI_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption id=\"caption-attachment-965\" class=\"wp-caption-text\">Blahblahblah. (Starring me as a character in my own game.)<\/figcaption><\/figure>\n<p>I&#8217;ve come to look at menus as a great place to insert story information and get people more involved with the game&#8217;s world. GrappleBoy, for example, justifies it&#8217;s arcadey structure as a day-long journey up a mountain (to return a tape to a video store before it closes.) The height measurement and time of day changes as you ascend, and these details are reflected in the levels as well.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-966 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/09\/grappleAVI_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>Similarly, I tried to use the menus in the original Bleed to elaborate on Wryn&#8217;s character.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-964 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/09\/bleedAVI_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>Bleed 2 will continue this trend of menus-as-storytelling where possible, but more than anything I&#8217;m trying to make the story happen to you, because of you, all around you, so that every play-through becomes its own little self-contained burst of player-driven, action-driven awesome.<\/p>\n<p>&#8230;it&#8217;ll probably just end up being a fun action game. But these are my secret, behind-the-scenes goals and aspirations!! High-falutin&#8217; navel-gazing artiste, out!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This week was more level six work! The end is within sight, and I hope to finish it next week. Now without further ado, let&#8217;s talk a bit about storytelling! One bit of polish I&#8217;m bringing to Bleed 2 is that the whole game is designed as a seamless experience; every encounter leads directly and <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/storytelling\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-963","post","type-post","status-publish","format-standard","hentry","category-bleed-2"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/963","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/comments?post=963"}],"version-history":[{"count":11,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/963\/revisions"}],"predecessor-version":[{"id":979,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/963\/revisions\/979"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=963"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=963"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=963"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}