Joannes Truyens is the founder and editor of Playthroughline, and has written the majority of the scripts on the site. When he started it in 2009, he never expected it would catch on. After all these years, it still hasn't and he has learned to trust his expectations.
There’s a great deal of articles floating around which deal with the gap between story and gameplay and the efforts made to bridge it. Having assimilated quite a few of them, I’d like to see if I can't synthesise a common denominator to build on.
The main point of contention which returns pretty much everywhere is the diametrical opposition of what story and gameplay want to do. The authors of this article mention that “a game writer looks for brief moments -- cutscene or otherwise -- when she can take control of the game so that she can create throughlines, pacing, conflicts, character development, plot twists and thematic meaning, while a game designer looks for ways to give control -- not to the writer, but to the player”. Henry Jenkins confirms that opposition in this publication, which opens with a selection of quotes illustrating the different approaches to games: “Ludologists want to see the focus shift onto the mechanics of game play, while the Narratologists are interested in studying games alongside other storytelling media”.
Some new information regarding the third entry in the Deus Ex series has recently surfaced. Eschewing the standard tradition of naming sequels, the game is now called Deus Ex: Human Revolution. I don't have to tell you how much I love the first game, so my interest is more than piqued. With regards to Deus Ex: Invisible War, many fans of the original would like to pretend that it doesn't exist. The Deus Ex: HR developers jokingly do the same, as mentioned in this article: "Going back to the original was very, very important. We all started playing [Deus Ex] thoroughly, and then somebody voluntarily played the second one, just to make sure".
I was a participant in this year’s Global Game Jam (GGJ), which is an annual event organised simultaneously by many countries. It marked the second time that Belgium participated, and this year’s attendance of 40 more than tripled that of last year. GGJ’s goal is to create a functional game based on a single theme in a timespan of 48 hours (this year the theme was “deception”). At first I was somewhat daunted as the room slowly filled up with programmers and 2D/3D artists. Introducing myself as an aspiring narrative designer elicited some worries in a “getting-picked-last-at-gym” sort of way, but fortunately enough I was quick to glom onto a team in which all necessary skills were accounted for.
Welcome to Playthroughline! Regardless of how you found your way over here, the content of this blog assumes you have a healthy interest in videogames, or more specifically, the design thereof. With a strong focus on story and narrative and how these concepts are linked to gameplay (or how they unfortunately are not), I aim to collate my thoughts and impressions here. Naturally, this will not preclude me from branching out to other topics as well.
The title is a combination of two terms: playthrough and throughline. A playthrough is a gaming session from the beginning of the story to its conclusion, though not necessarily a continuous one. A throughline is generally regarded as the spine of a story in the field of narratology. As such the title combines my interest in both games and story and segues nicely into the field of Narrative Design.
Note: this post does not mean I wholeheartedly condone Modern Warfare 2's linear narrative structure because I choose to work inside its confines. It's simply an interesting exercise to write within a predetermined framework, something game writers unfortunately have to do entirely too much.
I recently reread Tom Francis' brilliant reimagining of BioShock's ending, and it got me thinking about my previous post which detailed my views on Modern Warfare 2's "No Russian" level. My main complaint was how the linear narrative of Modern Warfare 2 isn't suited for such a set piece, yet it was limited to just that: a complaint. Everybody can point out problems, but only a few go that extra mile and come up with a solution. So I aim to provide an answer to the narrative problem presented by the "No Russian" level.
Welcome to Playthroughline, the online home of writer/narrative designer Joannes Truyens. Together with a bunch of cool people, I made Neurocracy, a hypertext game that invites you to solve a murder in a near-future world by diving into the Wikipedia of that world.