Video Game Storyline Theory and Development
Posted on 2016-09-05
Hi, my question isn't strictly a technical one, but rather a design theory based question. -- Putting aside all the different technologies offered by the many game development engines of today, game design basically boils down to - storytelling. If you can capture the players attention and immerse them into your game, you accomplished a - huge - part of making your game successful. If you can capture their emotions, you've done something that many game developers only dream about doing.
I've been doing a lot of research into the storyline aspect of game development and find a tremendous lack of good resources on such an important subject. I'm not looking for game story topic ideas, but rather material discussing the theory behind developing a good storyline. In other words, how does one go about determining how many side quests your game is going to have? What are the purpose of those quests and how do they affect the game's main storyline? How to you plan out the puzzles in the game? Where do you place your puzzles to make them more effective and relevant to your story?
Clearly, much of this comes with years and years of experience, but in today's world where there is a "How To" video or article on just about any topic imaginable, I find there to be a lack of resources in this very important topic.
Does anyone here have any good resources (articles, video tutorials, books or white papers) on this subject? Or, can you offer some good advice regarding the subject?
Again, I'm not asking whether a space alien storyline is better than an zombie storyline. I'm asking, regardless of genre, how does one develop a game storyline with interesting quests, puzzles, challenges and suspense, rather than a story where... you have a zombie and a gun and you have only one basic challenge...to shoot the zombie, before he eats you - over and over again?