Planning a Game Narrative
February 24, 2017
This week on the Robyn HUD game development front, I’ve been fleshing out the story for the game. The basic premise of the story – having a cat burglar in the form of Robyn and a computer hacker in the form of HUD who would go on together to be modern day Robin Hoods – started taking shape nearly a year ago. That’s a good premise for a story, but it’s only a premise. Questions of what challenges would the pair have to overcome, what locations would they visit, and what supporting characters would they interact with all needed to be solved.
As I did early work on the game, developing a prototype and completing other technical pre–production challenges, I was also working on developing the story. This was absolutely critical because as the needs of the story changed, the technical requirements of the game changed as well. Had I been solely focused on the technical side during pre–production it would have led to decisions being made that would then make it difficult if not impossible to tell parts of the story in a natural way. When the story becomes the servant of gameplay that’s when you get those weak gaming experiences where the story just feels bolted on.
By the time I entered production of the game, I had a nicely detailed outline. I knew the major plot points in the story, the overall relationships between the main characters, the locations the characters would be traveling to, and what the characters’ objectives were. As with the premise, that’s fine as far as it goes. However, there’s still a lot of work to go from a three page outline to an actual finished story.
The tricky thing with the story of Robyn HUD is that it’s actually multiple stories. Figuring out how to interweave the various threads in a balanced and satisfying way has been very challenging, especially since this is an interactive medium where the player may or may not choose to follow certain threads.
Without delving into spoiler territory, the story does have an antagonist whose plans must be thwarted by Robyn HUD. That’s one story thread. Another is that this is, in a way, the “origin story” of Robyn HUD. It covers the events that brought them together and the personal journey that they go on as they learn to work well together. Or not work well together, as the case may be, depending on the player’s choices.
Beyond the two main story threads the game has a number of ancillary story threads. Robyn HUD are recruited by a band of thieves who help prepare them for the tasks ahead. Each of these secondary supporting characters has a relationship with Robyn HUD and so require their own story thread to carry them through the game. The player can learn about these characters through direct interactions as would happen in any traditional storytelling medium like a novel or a movie. However, the player can also discover the “behind the scenes” story of these characters by hacking into various data systems throughout the game.
This ability to learn the “behind the scenes” stories of characters also carries over into the level designs as well. Each location that Robyn HUD travels to is distinct from the last. Each location is populated by its own group of characters living their own lives, with Robyn HUD entering almost as voyeuristic interlopers. As an example, it’s possible that during the course of a level Robyn, the cat burglar, may be caught with no opportunity to escape. In this case she’s hauled off to jail. As the player, in the role of HUD, hacks in to help free Robyn, various story bits about the jail and its occupants will present themselves. This is to make the jail a more real location rather than an empty, lifeless series of boxes to guide Robyn through. The player will be able to learn about events and characters at the jail. Later on in the game, if Robyn is again captured, she’ll again be returned to the jail. At this point the lives of the police officers there will have moved on and new story bits will be needed in the level to reflect that.
Finally, in the downtime between full missions in the game, the player will have the opportunity to practice their hacking abilities. They’ll be able to take small hacking contracts on the side. Each of these contracts requires its own mini story including who it is posting the contract and why.
The final game will have a multitude of storylines of various weight and complexity. The trick is to evenly distribute these threads throughout the game. Too many story threads at the beginning of the game will slow down getting into it and may make the latter portion of the game feel empty. Too many threads at the end of the game may bog down and distract from the climax. So it’s not enough to look at each story thread in isolation, they also have to be adjusted one against another to provide a satisfying tapestry.
To help with all of this planning I’ve turned to a low tech solution: yellow sticky notes. Behold!
![[Planning with sticky notes and a bulletin board.]](images/bulletinboard01.jpg)
Planning with sticky notes and a bulletin board.
The different levels of the game have all been pinned along the top of the bulletin board. The progression through the levels as well as the general thrust of each level is something I previously sorted out with the three page outline. This forms the basic timeline of the game. Understanding that timeline is key to weaving in the other threads of the story. Events of those other threads are represented by the yellow sticky notes. Each sticky note represents either a complete thread for the tertiary “bystander” characters encountered within levels, or an optional hacking contract between levels, or a key player training moment, or an important beat in the personal relationship story between Robyn and HUD or any of the secondary characters.
I find working on a large bulletin board for this type of planning easier than working on a computer. It’s not as cramped a space as a desktop monitor. It’s also very easy to pick up sticky notes and shift them around with relation to one another or to add more sticky notes in. As can be seen from the photo, the story development is still ongoing with much of the latter part of the story currently empty. This will change as I continue to refine things, but overall the end of the story will be somewhat sparser than the beginning. From my other writing experiences I’ve learned that there comes a point in the story where everything lines up and funnels into the final run towards the climax. Introducing additional threads past this point muddies and takes away from what the story is trying to accomplish.
Developing the story of a game, as with any other aspect of that game, is an iterative process. You keep revisiting the story to refine it and add more detail to it. From the simple one sentence premise, through rough story ideas, to a semi–solid outline, to the balancing of threads, to the individual scenes and dialog of the final product. It’s a hard thing to do in any medium but even more so in an interactive one. And it’s completely, completely fun and rewarding!
Previous: Evolution of a Level: Texture | Next: Storylines in Twine
Blog Posts
2025
April
04: Rolling Some Animations
March
07: Speaking and Moving
February
07: The Voices in Their Heads are Talking
January
03: Reputable Script Organization
2024
December
06: A Grab Bag of Stuff
November
08: The Recording Booth is Finished and then Some
September
06: The Recording Booth is Started
August
09: It’s All About the Dialog (Now)
July
05: Talking About Statistics
June
07: Broken Dialog Record
May
03: Finally Photos
April
05: Hint System 2.0
March
08: Flashing Back in Time
February
09: Inventory, Inventory Everywhere
January
05: Sleuthhounds Year Seven, Will it be the Last?
2023
December
01: Climbing the Rungs
November
03: Walking Through the Evolution of the Walkthrough
October
06: Look to Look
September
01: Sneaking at Sunset
August
04: Every Game Needs a Loot Box
July
07: Hamsterdam Exchange: Revisited
June
02: Dressings All Dressed Up
May
05: Ducts? Why Did it Have to be Ducts?
April
07: End of the Road
March
03: Daughter of the Boss
February
03: Den of the Boss
January
06: Where are We At? Where are We Going?
2022
December
02: Cutting the Way to Success
November
04: Maintaining the Ship
October
07: Once More Around the Promenade
September
02: Toilet Tank Humour
August
05: Uplifting: Combining 2D and 3D
July
01: A Moodier Room
June
01: Try Your Luck...Or Not
May
06: The Sky Deck: Almost but Not Quite There
April
01: A Clean Desk is a Sign of Dirty Drawers
March
04: Cable Management
February
04: The Doctor Will See You Now
January
07: The New Year is No Time for Lounging About
2021
December
03: Bridging the Gap
November
05: Captain's Log, Or Cabin
October
01: One Man's Treasure...
September
03: Rudder Way to Go
August
06: The Illusion of Depth
July
02: Streamlining Stairways for Players
June
04: Room with a View
May
07: States, Saves, and Simplifying Testing
April
02: Safety Features
March
05: When You Gotta Go
February
05: The Dining Room: Last of the Big Three
January
01: Boxing Day Sale at Sea
2020
December
04: You Gotta Have a Library
November
06: Pipes and Problems
October
02: A Sleuthhounds Message
September
25: It's a Room Sandwich
18: Writer's Room
11: Souvenirs at Sea
04: Cruise Cartography
August
28: Chocolate Shop, Er, Passenger Cabin
21: Place Your Wagers at the Pirate’s Chest Casino
14: Sometimes You Just Gotta Stop and Admire a Sunset
07: The Cruise Casino for Fun and Profit
July
31: Keep Fit and Have Fun
24: Even More Doors
17: Doors, Doors, and More Doors
10: Art Walk
03: Captain Windwhistler, to the Bridge
June
26: Doctor Seymour, to the Infirmary
19: Bilge is a Funny Word
12: There's No Money Laundering Here
05: A Pirate I was Meant To Be
May
29: You Gotta Have a Brig
22: Boring Backgrounds for the Staff
15: Theatre from on High
08: Theatre Crowding
01: In the Pool Any Time of the Day
April
24: The Crew Have to Sleep Too
17: Spring Time, Flowers Time
10: Cleaning Staff
03: Two Worlds
March
27: Kitchens, Spared No Expense
20: Cabins Day and Night
13: An Art Tour at Sea
06: The Pirate's Chest
February
28: Room with a View
21: Lock Picking Refined
07: The Gigantic Joanna
January
31: Updating the Safe
24: Interview Screenies
17: Burning Down Assets
10: Full Speed Ahead on Asset Creation
2019
December
20: Christmas Sale and Mini Mysteries
06: Generic Character Interactions
November
29: Locking the Gates - Preventing Characters from Wandering Amok
22: Side Quests Complete
15: Achievements to Prompt Replays
08: Interviews and Interludes
October
25: Halloween Sale and Mini Mysteries 2019
18: Fountains and Fortunes
11: Shifting the Blame Game
04: Streamlining the Audio Workflow
September
27: Hamsterdam Exchange
20: Streamline the Interface, Lower Production Time
13: Linking Ideas like a Golden Necklace
06: Beware of Geeks Bearing Gifts
August
16: Extra, Extra! Read All About the Extras!
09: Dressings of Fruits and Veggies
02: Sidling into Side Quests
July
26: Working on Workouts
19: How to Draw Cartoon Marble
12: AppCredits() = The End
05: Getting the Ending Right
June
28: The Problem with Balconies
21: Return of the Summer Sale and Mini Mysteries
14: The First Ending
07: Rewrites and Recodes
May
31: Choice and Consequence
24: Doctor Seymour Colourization
17: Sneaky, Sneaky
10: Play Time
03: Things to Do in Acts 1 to 3
April
26: The Changing Nature of Estimates
19: Escaping the Balcony (A Goldilocks Puzzle)
12: Facts more Fun than Fiction
05: Ramping Up Difficulty in an Adventure
March
29: Evolution of a Scene
22: Characters: Sources of Problems and Solutions
15: The Act 3 Countdown
08: Ducts, Why Did it Have to be Ducts?
01: Cheating in the Name of Narrative
February
22: Meet the Suspects - Edward Noble
15: Meet the Suspects - Doctor Michelle Seymour
08: Flashback Investigation
01: Milestone: Act 2 Done-ish
January
25: Letting the Player Fail
18: Meet the Suspects - Tobias Rotterdam
11: Adding another Layer to Note Reassembly
04: Meet the Suspects - Craig Holdfast
2018
December
28: New Free Games Section
21: Meet the Suspects - Carlotta Travail
19: Christmas Sale and Mini Mysteries
14: From Body Language to Sleuthhounds
07: Ludum Dare 43 - Body Language
November
30: Meet the Suspects - Carmichael Portly
23: Meet the Suspects - Marion Wood
16: Finding Focus
09: Safe Cracking
02: Meet the Suspects - Captain Warwick Windwhistler
October
25: Halloween Sale and Mini Mysteries
19: Meet the Suspects - Sir Reginald Price
12: Meet the Suspects - Joanna Price
05: Revising Rough Drafts
September
28: Light in the Dark
21: Animation Improvements - Realized
14: Animation Improvements - Design
07: Fainter and Fainter
August
31: A Splash of Colour
24: Paging Doctor Homes
17: Talking of Alternatives
10: Costume Party
03: Lock Picking
July
27: Act 2 from On High
20: Disruptive Director
13: Rolling, Rolling, Rolling
06: NPC Biographies
June
29: Design - Stepping Sideways to Move Forward
19: Summer Sale and Mini Mysteries
15: Mini Mysteries on the Way
01: Walk the Walk
May
25: Windows 10 Pen Woes, Part 2
18: Windows 10 Pen Woes, Part 1
11: SeaLeft FAQ
04: Milestone: Act I Done-ish
April
27: Saves, the Bookmarks of Games
20: NPCs Doing Their Own Thing
13: Homes and Ampson Together and Apart
06: Dialog as Interesting Gameplay, Take 3
March
30: Dialog as Interesting Gameplay, Take 2
23: Dialog as Interesting Gameplay, Take 1
16: Dialog: The Problem
09: Iterating on the Dining Room
02: Refining with Index Cards
February
23: Refining with Puzzle Dependency Charts
16: Refining Practically
09: Sleuthhounds Valentine's Sale
02: Refining Geographically
January
26: Feature Length Design Challenge
12: The New Sleuthhounds Cast
05: New Year, New Direction
2017
December
29: Distorting Voices - Muffled Neighbours
22: Merry Christmas, 2017
18: Announcing: Sleuthhounds - The Yuletide Tail
15: Sleuthhounds Holiday Sale
08: Distorting Voices - Old Time Phonograph
01: The Yuletide Tail Trailer
November
24: Yuletide comes Early
17: Christmas Countdown
10: Short Story Published: Rites and Responsibilities
03: The Halloween Deception - Post Mortem, Part 2
October
27: The Halloween Deception - Post Mortem, Part 1
20: On Sale: The Halloween Deception
13: Adding Depth to Drawers
06: Through the Doorway
September
29: Teamwork
22: Animating in the Rain
15: Let is Snow! Let it Snow!
08: NaNoWriMoPla 2017
01: Record Your Own Line
August
25: Sleuthhounds History
18: Sleuthhounds Series Summer Sale
11: Time for a Timeline
04: Save and Load: A Developer Tool
July
28: The Cast of Robyn HUD: The Guard(s)
21: HUD Hacking v2.0
14: Intro Revisions
07: Sounds Like Wood
June
30: Blending up a Table Saw
23: Moving Ideas Forward
16: Windows Were Meant to be Resized
09: Blueprints from Buildings
02: Expanded Scenes
May
26: Artifical Intelligence: Robyn
19: HUD Hacking
12: Robyn's Wheels
05: Deleted Scenes
April
28: The Cast of Robyn HUD: Robyn
21: Lights, Camera, Action: The Intro Scene
14: The Cast of Robyn HUD: Arthur
07: Adventures in Facial Capture: Using Kinect Data (Part 1)
March
31: Stairway to Gaming
24: The Sleuthhounds Effect
17: Cops Have Vans
10: Mini Models for Detail
03: Storylines in Twine
February
24: Planning a Game Narrative
17: Evolution of a Level: Texture
10: The Valentine's Vendetta Trailer
03: Robyn HUD: The Face
January
27: Robyn HUD: The Body
20: Robyn HUD: Start of Production
13: Evolution of a Level: Form
06: Countdown to Christmas Sleuthhounds has Begun
2016
December
23: Sleuthhounds of Christmas Yet to Come
16: Accessibility for Younger Audiences
09: Reality's Not All It's Cracked Up to Be
02: A Good Heist Requires a Good Plan
November
25: Artifical Intelligence: Guards
18: Artifical Intelligence: Bystanders
11: Unconventional Design Tools for Robyn HUD
04: Brainstorming
October
31: Announcing: Sleuthhounds - The Halloween Deception
28: Coming Soon: Sleuthhounds - The Halloween Deception
21: Nice to Haves, the Final Polish
14: The Halloween Deadline
07: Halloween Countdown
September
30: Cutting through Cutscenes
23: Life of the Party
16: What's in a Name?
09: Halloween End to End
02: Ludum Dare 36: Amelia Deerhart and the Elemental Temple
August
26: Crowd Considerations
19: Interaction Density
12: Puzzle Wrangling
05: Sleuthhounds, Top Priority
July
29: Adding 3D to a 2D Game
22: Does an Idea Have Legs?
15: Adventures in Motion Capture: Using Kinect Data (Part 3)
08: Adventures in Motion Capture: Using Kinect Data (Part 2)
01: Adventures in Motion Capture: Using Kinect Data (Part 1)
June
24: Sleuthhounds Animations? Check, Check, Not Check
17: Retro Tech: Quake 3 Light Volumes
10: Adventures in Motion Capture: The Hardware
03: Interactive Cutscenes: Adding Depth and Responsiveness
May
27: From Stealth to Robyn HUD
20: Sneaking into Stealth
13: Storytelling in Computer Games (Part 2 - Looking Forward)
06: Storytelling in Computer Games (Part 1 - Looking Back)
April
29: Walking Away from Windows 10
22: Code Name: Stealth
15: Using Game Tech Creatively
08: Game Accessibility: Visual Sound
01: Walking for Ideas and Creativity
March
25: Game Dev: Unintended Sophistication
18: A Sleuthhounds Trick or Treat in March?
11: Game Design: Success through Failure
04: Critical Equipment in Critical Condition
February
26: Semispheres - Support Your Local Game Dev
19: Post Project Completion Syndrome
14: Announcing: Sleuthhounds - The Valentine's Vendetta
12: Coming Soon: Sleuthhounds - The Valentine's Vendetta
05: Sleuthhounds Production Update - Implementing Two Characters
January
29: Sleuthhounds Production Update - Designing for Two Characters
22: So You Want to Make a Computer Game: The Path Leads On
15: How to Animate When You Don't Know How to Animate
08: So You Want to Make a Computer Game: Deploying
01: State of the Union, 2016
2015
December
25: So You Want to Make a Computer Game: Sound and Music
18: Ludum Dare 34: Rise of the Weeds
11: So You Want to Make a Computer Game: The Critical Path
04: An Hour of Code for Ludum Dare
November
27: So You Want to Make a Computer Game: Custom Artwork
20: Obfuscating NaNoWriMo Manuscripts
13: So You Want to Make a Computer Game: Inventory Items
06: Satin and Sutherland Return for NaNoWriMo
04: Announcing: Sleuthhounds - The Cursed Cannon
October
30: So You Want to Make a Computer Game: Interactivity
23: Coming Soon: Sleuthhounds - The Cursed Cannon
16: So You Want to Make a Computer Game: The Virtual World
09: NaNoWriMo Prelude: Be Creative
02: So You Want to Make a Computer Game: The Artwork
September
25: More Evolving: Tweaking the Sleuthhounds Timeline
18: So You Want to Make a Computer Game: The First Step
11: Sleuthhounds: The Cursed Cannon - It's the Final Countdown
04: Vampire Bites (Ludum Dare 33 Redux)
August
28: Ludum Dare 33: You are the Monster
21: Game Performance: It's the Software's Fault
14: Short Story Published: Where There's Thunder
07: Game Performance: It's the Hardware's Fault
July
31: CMYW - Support Your Local Game Dev
24: Is it Still Scope Creep if you Plan for It?
17: After a Game Engine, You Can Program Anything
10: An Avalanche of Done-ness
03: Sleuthhounds with Style
June
26: Sources of Gameplay - Assets Versus Emergent Behavior
19: Benefit of Writing Comics: Humour or Humor
12: Evolving: Reimagining the Sleuthhounds Story Board as a Timeline
05: Evaluating: Play Testing the Sleuthhounds Story Board
May
29: Magic and Public Speaking
22: Implementation: Realizing the Sleuthhounds Story Board
15: Benefit of Writing Comics: Pacey Dialog
08: eBook Publishers: Final Comparison
01: Design: Brainstorming the Sleuthhounds Story Board
April
24: Analysis: Dialog Trees in Adventure Games
17: Benefit of Writing Comics: Writing Tight
10: eBook Publishers: Apple
03: Sleuthhounds Production Update - The Critical Path, Designing from the End
March
27: Sleuthhounds Production Update - Games Have Rough Drafts Too
20: Benefit of Writing Comics: Long-term Story Planning
13: eBook Publishers: Google
06: Announcing: Sleuthhounds - The Unlocked Room
February
27: Coming Soon: Sleuthhounds - The Unlocked Room (The First Game Demo)
20: Benefit of Writing Comics: Character Growth
13: eBook Publishers: Kobo
06: From Case Files to Sleuthhounds: Evolution of a Computer Game
January
30: Deadlines and the Estimates that Make Them (OR Why the Sleuthhounds Demo isn't Ready)
23: Adventures in Canadian ISBNs
16: Benefits of Writing Comics: Releasing Material
09: eBook Publishers: Amazon
02: New Year's Resolutions: Making Time
2014
December
26: Quack V – The Unwrapped Present
19: Benefit of Writing Comics: Constant, Regular Practice
12: What’s next? Elementary, my dear Ampson. Sleuthhounds!
05: Announcing: Satin & Sutherland – The Golden Curse
November
28: Coming Soon: Satin & Sutherland – The Golden Curse
21: Enter the Cubes
14: Covers, Judging By
07: Hello, World!