2016年11月13日星期日

【2016-10-03*】Sales Sheets


Title of game – Piatou Girl Go!(LoGo)


Suggested age range : 6-18 years old

Number of players: 1-4 players

Length of time to play the game : About 4 hours (about 5-8 min per stage)

Quick overview of the game :
A civilisation set in a planets wasteland .The main Character lived in Piatou city (an Dystopia world). She is a detective on a journey, one day she gets a phone call about a new assignment. She has to immediately return home and quickly immerse herself into solving problems and get involved in her case. [Unicursal]

Category that the game fits into :
Horizontal version scroll game
ACT game
Parkour game
Puzzle game
RPG

List of contents:
4 controller characters
8 levels
32 stages

Images of the game:

Sample of one turn or round of play: 

Some reasons on why this game will sell:
- Fast and easy to learn and play.
- Science Wasteland fiction style.
- Intelligence develop
- Smooth movement and a good sense of
  combat. [Replayability]

Contact info!

【2016.10.17】Minimum Viable Product & Questionnaire

When you have an idea, take a look at the existing market. What similar products are out there? What is their value proposition? How would you do it differently or, even more important, better?
 
There are some games similar to my game: Megaman, Grilsyndrome and Sonic, they all have different ways to play as well. They focus on interactivity for players giving them control , and immediate  pleasure in the game.
I would incorporate some of these ideas into my game. E.g. a touching story,an excellent hit feel, and good rhythm.
I would remove any redundant parts  so not to make the game feel tedious. Also I would introduce some intriguing and interesting play modes in the game
.
 
 Limitations of your resources
Indie (1 - 10 developers)
6 months of development
Being able to create an element of your core loop
Optional Self Imposed Limitations
2 or 3 mechanics
 
 

【2016-10-24*】Narrative, pacing & tutorials


















【2016.10.20*】Theme Park

How would you make a modern theme park sim or management game? Blue sky: an endless runner, or maybe a post-apocalyptic strategy game?

 Ink-and-water animation: Mudi: https://www.youtube.com/watch?v=_7hopvX4rz8
 Game Xuan-yuan Sword2    Game Street Fighter5   From game Pal5
This is an action game of a modern city with a Chinese martial arts style.  It could be a fantasy design combined with Kung Fu. As in the Chinese Paladin series where you play a knight to live the life and beat evil. Or like the series of Sengouku Musou to descript famous stories from a certain Chinese period. In this Theme park, players can play any character. The most important things are that the leading players can experience the world full of Chinese style. For example, the backgrounds are drawn depicting Chinese ink painting. Chinese classical music will be added to the game with atmospheric winds effects along with some animal movement with realistic sound effects. The sounds will increase or fade  depending  on distance and perspective.  When players arrived at a new scene the screen will lock and a cryptic poem will give information about the games fables. The special effects also using  ink line paintings to keep the same style will give players insight into the mysterious eastern world. 

This work will not use old stories of China because it will be set in a modern city. Assuming that the Chinese Paladins have not all disappeared, I will try to see how their skills can be integrated into a modern roll. I will give a modern interpretation for them in this game with a `Paladin `based theme. I must give careful thought about the aim, the style, and form.
Controversial theme parks: what can’t theme parks do? Remembering traumas/can a park or a game be documentary? If so how?

Theme park is the platform for game expression. Because so many games are created fresh innovations are needed to attract players. Some topics are given more and more performance opportunities, while some of the other themes should be restricted or even banned.
Egregious description of the current political, or religious or racial discrimination issues should be added to the blacklist. For example a guilty theme game Grand Theft Auto 5 is not allowed to be publishing in some countries. These controversial comments had been mentioned in BBC-NEWs and The Huffington Post:
‘Two Australian retail chains have removed video game Grand Theft Auto V from sale in its stores, following complaints about the depiction of violence towards women. Target and Kmart stores pulled the game after a petition launched by three female survivors of violence gained more than 40,000 signatures. Target said the decision "was in line with the majority view of customers"......"It's a game that encourages players to murder women for entertainment. The incentive is to commit sexual violence against women, then abuse or kill them to proceed or get 'health' points," the petition reads. "To see this violence that we lived through turned into a form of entertainment is sickening and causes us great pain and harm."......"This game may allow you to kill, hurt, bash and shoot anyone not just females and this game should be on the shelves all over the country. It's made for adults not children, we have the right to buy games despite their content," said Brett Herbert, who launched the petition. ’
‘Customer feedback: Jim Cooper, general manager of corporate affairs at Target, said that the decision to withdraw the game had not been taken lightly......"We've also had customer feedback in support of us selling the game, and we respect their perspective on the issue. "However, we feel the decision to stop selling GTA 5 is in line with the majority view of our customers." Target Australia posted on its Facebook page the news it was withdrawing the game and immediately received thousands of comments, many of them criticising the decision.’
‘If Cambodia, India, or Nigeria produced such a video game, there would be global outrage. It would serve as unequivocal evidence of their misogynistic cultures in which women and girls are systemically raped and murdered with impunity. We would critique the ways in which their cultures and values are organized around the normalization of gendered violence.’
Although there are a lot of games claiming they have a shocking level visual effect, publishers also usually use these elements to promote. Seriously, these works still need to be better. Some game designers are more focused on the reality of human suffering to expand the game, but missing the opportunity to create an amazing world as before.
------
If certain types of game use a documentary form, I’m not sure if it will be interesting enough for some players. Will some interactivity be lost will it be less fun to play? Because history has been recorded, it can’t be changed. I searched for some documentary games. In `the Steam` it looks like a documentary / movie combination with little audience interaction.
I spent some time thinking, if I wanted to design the same type of game, then how would I give this game some different meaning? Maybe as a documentary it could be made more educational? If so, I think I can use the VR technology to allow players to, let’s say experience a period in history.
In fact, this concept has been mentioned in a children animation called 'Doraemon: Nobita and the birth of Japan'. This film talks about Nobita (main character) with his friend go back to Japan's creation for an adventure to learn about life 7000 years ago. This film was the highest grossing asian film (achieving ¥4.12 billion) with 4.2 billion people watching in fact the biggest in animation movie history.
According to the above data, we can understand why this popularity is very desirable to the film industry. Although we may experience beyond historical sense in this animation, I think the existence of the documentary is to give people a truth about something which is not always known .Whatever is done will be good if people get the truth and understand the history.

2016年11月12日星期六

【2016-10-03】Game Design Document - Draft

  • Information & Introduction:

❏Overview :

  This is a wasteland of planet civilization. A city named Piatou, it is an Dystopia world. Heroine is a detective in journey, One day she received a mission, now she  must  back  home  for  solving problems and get involved in disputes. Game stories combined with urban legends, players will feel this story as RPG. [Unicursal]
There are 4 controller characters, but player need to unlock each one after clear game. This will help player to know the relationship and legends of these characters[Puzzle and RPG elements]. In free mode, players can play any character in any stage, but they need to unlock stages and characters in story mode (1P can not change character in story mode.).
Players can experience the fun of combat and exploration; according main & sup mission (fixed checkpoint and trigger), buying in shop (after a stage) and interaction with non-controllable characters (ACT&RPG elements).


------

❏ Audience: RPG Players, ACT Players, Puzzle Players.

❏ Platform: PC, XBox, PS4, PSV.

❏ Narrative: Tell story in a form of unicursal maze. There are tips to help players in game process.
❏ Systems : Horizontal version scroll RPG ACT game。

❏ Experience :  Fun of combat and exploration.

❏ Statistics & data : hp, exp, items, combo, damage, coin, score.

❏Gameplay Mechanics : one-way movement map, 4 ways movement characters, clear stage.

❏Music & Audio : Excited, relaxed, straightforward, Enthusiastic, boring, depressing. ( Electronic style, metal style)

❏Game world : Planets, future, wasteland.

❏Game progression : Explore the story.

❏Community and social integration : Multiplayer mode.

❏Currencies, metrics and IAP : Game clear, do puzzles, high scores.

❏Post release content and support: The story of urban legends, UE4
  ==================================================================
  • Information & MoodBoards:

Main Characters:

在角色设定上,游戏的第一主角我试图让她成为一个帅气,不拘小节又拥有一定战斗技能的人。她的行动非常敏捷。战斗方式想突出用短刀的帅气潇洒,在性格上开朗,自我意识强烈,短发很适合她的气质。
When I design the first protagonist, I tried to make she is looks cool and informal person, her action very quick with some fighting skills.  Short hair and dagger is very suitable for her temperament.

Clothing:

主角是一个侦探,我们参考了一些废土,侦探以及朋克的元素在服装设计上。让人一看就有侦探感觉的披肩,废土的物尽其用,以及朋克主题,他们之间有很多共通的地方。
Because she is a detective. I refer to the elements of detective, wasteland, and punk style for her clothes design. I found there are many similar design on these styles, and they are good for the story background as well.

Environments & Places:

世界观设定是星际文明和废土,游戏的主要区域在城市内,所以既可以看到先进的未来文明也而已发现随处可见的断壁残垣。游戏界面采用2D的风格化设计,所以会有很多象征性的符号可以用来表达世界观而不必担心陷入恐怖谷理论之中。
I will use 2D interface for making the game, there are a lot of Symbolic items can be used to express the world. The world combined with planet civilization and wasteland, so we can see the technology and dust everywhere.

  

Objects & Places (Weapons, Items, Abilities, vehicles, etc):

武器和物品方面,合金弹头给我提供了一个很好的学习范例,既有带来爽快感的先进军火,又无处不带着一种破败的感觉。而且恰当地使用特效以及技能又使得画面既热闹又不拥挤。我也将努力尝试调和科技与废土,特效与画面这两者之间的协调性。
Metal Slug give me a good sample in studying how to design weapon and items. Not only take player an exciting feeling, also a show a run-down world. The attack effects make game excited. I tried to learn the technology and wasteland elements, effects with screen.

 

UI & Narrative:

UI方面以带有未来感的朋克机械为主。同时人物对话采用弹出立绘的方式。选人界面为传统的横向选人,游戏界面也类似于大多数横版过关游戏,以战斗场景为主要部分。
I chose future and mechanical punk elements to design UI.
About the storyline, I would like to show player the character portrait when they are talking.
A classical horizontal interface will be used for select character.
Fighting area will be the main area of game like other ACT games.

Colour tone & Mood:

A mystery feeling around, this world is full of fantasy and black humor. So I decide using above atmosphere to choose colour.

 一种迷幻的感觉,这个世界充满了幻想和黑色的幽默。所以色彩上我会选一些类似这些参考图的气氛去制作。

 

Colour Scripts:


 在清洁与充满科技感的区域,颜色会明快轻松一些。而在暴力破败的区域,颜色则会低沉压抑一些,基本上每个大关都会维持自己的颜色基调。
Light colour and relaxed of the city technology area, dark colour and violent of the dusty area. Basically, each level is to remain its own atmosphere of colour.


 Controls & Actions:


控制方面,我认为传统的动作游戏操作方式会让玩家感到亲切,所以采用了前后左右(摇杆)以及重攻击,轻攻击,跳跃,道具/互动这样的操作方式,和其他动作游戏类似,复合使用也会打出爽快的练级。
I think classical act controlling way can let players easy to play. So there are not big change from other action games. 

Interactions:


 互动方面的表现是主要剧情触发(固定的检查点),非主要剧情触发(固定的触发机制),商店购物(关卡结束后)以及非可控角色的自由互动。
Main story (fixed checkpoint), sup story (fixed trigger way), shopping in market (after clear a stage) and non-controllable characters' communication is the main interactive performance.  


==================================================================

  • Concepts & Mockups:


<Grief Syndrome>

       



❏ Visual : 2D平面 2D flat
❏ Mechanics : 打倒敌人,前进,触发剧情,下一个关卡。 Beat enemies, go straight, trig story, next stage
❏ Progression : 完整的游戏流程,因为是同人游戏所以没有介绍故事。Completely game process, No telling story because it is a Doujin game.
❏ Camera : 固定位置 fixed
❏ Additional diagrammatic information : 如上视频。above video
❏Design Diagrams : 如上 images. above images
==================================================================

  •  Levels :

❏ Progression : 以Unicursal Maze的形式来叙述整个游戏故事。在游戏过程中穿插 潜意识/非潜意识的提示帮助玩家进行游戏。Tell story in the form of unicursal mazes. Use tips to help players in the process of game.
❏ Objectives : 八个大关,32个小关,完整介绍游戏故事剧情. 8 levels, 32 stages, completely game story
❏ Environment mechanics :陷阱,栏杆,无法/允许损坏的物品/障碍,台阶,辅助工具。trap, railing, items/obstacles that can/can not be damaged, stages, sup-items
❏ Enemies : 飞车党,无赖,飞碟,变异生物etc motorcycle gangs, villain, UFO, mutants
❏ Events : 主线/非主线剧情,机关。 main/sup stories, traps
❏ Items : 道具,装饰品,补给品,人质。 tools,decorations, supplies, hostages
❏ User experience : 流畅,急速,爽快感。smooth,rapid, combat sense.

Schematics / Layouts:

==================================================================
  • Storyboards & Anamatics 

non available.

❏ Movement & action :
❏ User experience :
❏ Progression :
❏ Mechanics :
❏ Cinematics & cutscenes :
❏ Tutorials :

Cell Machines - Gameplay - User Experience : 

Tutorial : 

==================================================================
  • Sell Sheet (pitch doc, sales sheet)




===

【2016.09.30*】Random Word Generator of 10 Games idea

We used some random words to help us think up some new game ideas. We thought about each title we had 10 minutes to think and then 30seconds to talk about our ideas .After class had finished we had 10 more ideas for homework.

  •  King of the jungle election:

Audience:
Simulation game players.
Platform:
PC, PSV, GBA, 3DS.
How would you play it:
Domination simulation. Training of animals, structuring people ,NPC to be a king. (E.g.obtaining skills to build a world.) After the time limit, an election of a new animal king of the jungle would rule in each challenge level of the game.
Unique selling point:
Effective traction, players would be dominant in controlling people. No waiting time !! everything would be moving at a fast pace.



  • Heart of the Leftover Subway Sandwich:

Audience:
Young People. (about 6-18 years old)
Platform:
 Mobile platform.
How would you play it:
It's a fun horror explore game set in the subway. The Sandwich monster is looking for people to eat (NPC and Players) are like zombies. Players need to save themselves and leave the subway in any way they can.
Unique selling point:
It is a game to promote environmental protection i.e :Waste as in the discarded sandwich. It uses dark humour get people interested in it. At its finale ,the game sends people a message to learn how to not waste food and not discard waste.



  • Academy curriculum arrange jam farewell

Audience:
School students (Children)
Platform:
PC, Mobile, 3DS
How would you play it:
Jam(Jamie) is so outstanding that his Academy are saddened by his decision to leave. So they give Jam a special curriculum arrangement before his farewell. Players must clean the block in map to find useful tools. After cleaning a stage, players will get a random card from their choice.
Unique selling point:
Could satisfied anyone with their obsessive-compulsive disorder. Cleaning block to find useful tools is compared with some famous types of mini game. It will be a good way to kill time.
 
 
 

  • Freedom queen basic dimension factory

Audience:
Girls ( 8-12 years old )
Platform:
PC XBoxone Playstation4
How would you play it:
This is a 2D card game.The queen must lead people to destroy the subversive elements which are controlling her kingdom. Players use tools to help them get to their goal. Cards can be combined and upgrade to improve the entertainment of gameplay.
Unique selling point:
It's a fight game full of exhilaration and intensity and simple for children.

 


  • Potential outfit hit password

Audience:
children (3-6 years old)
Platform:
Mobile platform
How would you play it:
Aliens have invaded the earth. The player is a skilled hacker who's task is to find out the passwords or key of Aliens' technology to save the earth. This is a maths game to help children learn some basic math skills.
Unique selling point:
It's for children who want to be heroes and like science fiction will find the story interesting and then hopefully get to enjoy mathematics.




  •  Automatic offensive coalition's despair verdict

Audience:
6-14 years old
Platform:
PC
How would you play it:
A brutal empire has thrown its enemies into a hunting ground filled with automatic attack devices. The prisoners need to escape. This is a parkour game, players need to collect keys for the next stage and dodge enemies' attack.
Unique selling point:
Simple, funny and challenging. Interesting achievements.





  •  Contemporary black dinner

Audience:
Simulation&cooking game players
Platform:
PC Mobile
How would you play it:
A wife prepares a lunch for her office worker husband. There are three possible scores, they are for nutrition, calories and taste. Hamburgers, grilled fish, pasta correspond to different games.
Unique selling point:
A click mini game. Simple and easy to play. Suite players who like cooking and want a quick fun game.





  •  Tattered gem imperial

Audience:
Busy plarer
Platform:
PC PSvita 3DS
How would you play it:
Gems crumbling into pieces, players needs to control the bottom of the screen, shooting at villains. Gem debris needs to be pieced together to form a complete gem. A complete gem will shine then disappear, faster and then faster until all have gone and the game is finished.
Unique selling point:
Match-3 game is a classical type. Paired with good story, music and gameplay achievements.





  •  Nightmare of island

Audience:
Open game players
Platform:
PC XBoxone
How would you play it:
Player is castaway on a desert island. players need to explore and build to survive. Fight and hunt wild animals and demons. Open survival game.
Unique selling point:
An arrive game without zombies, Sandbox open game, D&D open story.




  •  Rubbish federation

Audience:
16-22 years old
Platform:
PC 3DS
How would you play it:
Home Electronics devices which are no longer useful are thrown away . But they join together and form a league of revenge. Tricky games, players need to control the different electrical devices to set traps in the house before the time limit to frighten/tease the homes occupant.
Unique selling point:
Funny entertainment game, helps people unwind and relax after busy day.


  •  Stop that ward

Audience:
12-18 years old
Platform:
Mobile
How would you play it:
Similar to the "whack a mole" type game in which there are ghosts in the ward, players need to control a nurse to capture the ghost which appear in the light. There are a total of nine lights. These lights need to be turned on by players and the ghosts try to turn them off.
Unique selling point:
Upgrade the gameplay of “whack a mole”, add RPG mode and explore stories. A fun and relaxing game for players.


  •  Dawn's machinery culture

Audience:
Simulation game players
Platform:
PC
How would you play it:
Intelligent machinery has become part of society and people rely on them in this concept. 
A social game, the player controls a robot that has been created by them ,of their own design to run their life in a virtual city, following the players every command you can also help others or maybe get into some mischief Etc
Unique selling point:
An online communication game. Help people to make new online friends for social gaming.



  •  killers consciousness bar

Audience:
RPG game players
Platform:
PC Mobile
How would you play it:
Back ground of this game is set in a Bar .The player plays the leader of a group of assassins . He appoints a selected killer to perform his murderous tasks. He explores new ways and methods and trains assassins and even communicate with other countries, expanding his forces internationally and building his killing empire.
Unique selling point:
Accomplishment of developing an empire. Strange tasks.

【2016-10-10*】Feedback of Meaningful Design


Feedback of meaningful design

What are the important things for games from the structural level. There are three points, including mechanics, dynamics, aesthetics Robin HunickeMarc LeBlanc and Robert Zubek, 2012). In MDA theory, they explain how these three interact.

Aesthetics is the foundation of the other two. The first selling point of a game design is to give a good fun experience to players. Through visual, auditory, and tactile feel, others, players can interact within the game; the purpose is to get totally immersed in the enjoyment of the game. For example, when you play Monopoly, you are a real estate / landlord it's the same when you are playing World of Warcraft, you are an explorer. Whether it is induced or catered, the purpose is not changed.

“monopoly”的图片搜索结果“warcraft”的图片搜索结果

Aesthetics include 8 aspects: SensationFantasyNarrativeChallengeFellowshipDiscoveryExpression and Submission. Some mechanic and dynamics ways are also present in these.

Robin, Marc and Robert, 2000State:- From dividing and comparing these elements, there appears its own experience for each game everyone have their own definition of aesthetics.

 So it is a big challenge to make a good game for its players. I think, we must decide the core aesthetics first. Design with a core is far better than free to add and deleting later.

Mechanics are the rules of game. It is the limit the designer sets for his players. It's the easiest part of the game designers work, it also is the farthest part of the player experience, but it sets the base for aesthetic.

There is a large database that we know about to allow designers and players to communicate in the mechanical part of the game such as the HP, magic, or even moving by W A S D. There are also a number of more stringent rules of reality that are directly related to aesthetics. If a game designer is too focused on their own personal thoughts, their game will be likely to be considered a monster.

In the interaction of aesthetics and mechanics, it produces dynamic range and it shoulders an important mission of game's playability. In other words, "dynamics "is what the player does do in the game. Such as the game's backward compensation and leading penalty mechanism. This will not make too much different between leaders and backward in a game which can make players lose interest.

【2016-10-12*】Seminar 2

1. What does the author think that games are for, or how they can function?


The author believes that the story is a part of the game, but the game is not just simply telling a story but need to express all the details to create a world, and allow the players to experience the story immersive. Author referred his understanding at first. 'Game designers don't simply tell stories; they design worlds and sculpt spaces.' he said. Then he repeatedly stressed some good points in telling stories and games to support this view:
'Game designers don't simply tell stories; they design worlds and sculpt spaces. It is no accident, for example, that game design documents have historically been more interested in issues of level design than plotting or character motivation. A prehistory of video and computer games might take us through the evolution of paper mazes or board games, both preoccupied with the design of spaces, even where they also provided some narrative context. ......When we refer to such influential early works as Shigeru Miyamoto's Super Mario Bros. as "scroll games," we situate them alongside a much older tradition of spatial storytelling: many Japanese scroll paintings map, for example, the passing of the seasons onto an unfolding space. When you adopt a film into a game, the process typically involves translating events in the film into environments within the game. When gamer magazines want to describe the experience of gameplay, they are more likely to reproduce maps of the game world than to recount their narratives.'
 

2. Why do you think they claim this?
 
 
With the development of image technology, the performance form is getting better and better, which also allows the ability to express game story has been greatly improved. For example, in 'the last of us'(TLOU), we can clearly feel how deep the pond they have just walked through from the height of water on their clothes. This is the creation of various details to express the story world, allowing players to experience the story immersive, rather than simply tell a story.

     TLOU is an emotional experience-based (core) game, supplemented by gameplay (shell), and successfully in integration of the two. Everything is services for the emotional experience. Naughty Dog use film elements for the game experience in uncharted series, but there is no dazzling images and exciting fighting in TLOU. Although art and sound is the current level of the game industry, but in the performance approach is restraint, all technical are support of emotional experience, the core rather than overwhelming. No matter what kind of that, they give players a good experience, and have a good response from players. This may also show the future development of game will be different.
 
There is a classic action game Megaman, like many old games, they will gradually increase difficulty with some subtle tutorials, such as player need to escape when monsters are falling down, or the trap is starting so player need to stop it. But for the game story, there is not too much dialogue to process, sometime even you do not  need to know story for a fun gameplay. Just as Egorapotor said in the video ‘Sequelitis - Mega Man Classic vs. Mega Man X’.
[Sequelitis - Mega Man Classic vs. Mega Man X: https://www.youtube.com/watch?v=8FpigqfcvlM]
 

Opinion of author:

‘Jenkins' research into video games was influenced by his prior interest in the debates around emerging popular culture media forms as well as his parallel interest in children's culture. Referring to Gilbert Seldes’ Seven Lively Arts (1924) which championed the aesthetic merits of popular arts often frowned on by critics who embraced high art to the exclusion of popular art, Jenkins dubbed video games "The New Lively Art" and argued that it was a crucial medium for the growing rise of digital interactive culture.’
‘Transmedia storytelling, Jenkins writes, is "the art of world-making", "the process of designing a fictional universe that will sustain franchise development, one that is sufficiently detailed to enable many different stories to emerge but coherent enough so that each story feels like it fits with the others";[29] and crucially, these different stories or story fragments can be spread across many different media platforms encouraging users engaged in the story experience to explore a broader media ecosystem in order to piece together a fuller and deeper understanding of the narrative.’
3. Who might think differently and why?
 

For the traditional game industry, the story does not need to be a part of the game. Pac-man the classical game,does not need a lively story in order to allow players to understand that they need to eat beans and avoid monsters.
          Dan Cornners (The creator of Telltale) also said this in E3: The shooter folks, sometimes they seem like, “Get that stuff out of here. I just want to go play.”
 
4. How persuasive do you find the author’s argument?
 
        In seminar 1 we discussed, quality is not the most important thing of game. Similarly, the story also is not the biggest. The core of the game always is allowing players to enjoy and fun. Such as sports games or racing games, the plot is usually not the focus. These games allow players to experience through the game process. Excessive plot explanation sometimes will be the limit of game process. For example, players will question "why I must go this way, why this role will die." The result is that game experience is not smooth.
seminar 1  James Newman, ‘The Myth of the Ergodic Videogame: Some thoughts on player-character relationships in videogames,’ Game Studies 2:1 (2002) [Full Article: http://www.gamestudies.org/0102/newman/ ]
 
 
For game designers, it is to provide a rich gameplay, so that players can enjoy into the game world, while ensure the wide range of game interaction, allowing players to explore and discover. But this form of expression is very trivial for a story to tell, and we need to break it down into smaller chapters. For example, 'The hero's journey', it is just a generalization, not a consensus; there is enough space for designer to express story contents.
Jenkins, Henry, ‘Game Design as Narrative Architecture,’ Blog Post, 2004 [http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Jenkins_Narrative_Architecture.pdf]

 
In accordance with this law to create, players and the designer are more likely to resonate even encouraging players to have interest in exploring. When Overwatch was just on sale, I and my friends usually talked about the story of each character and the relationship between them. For this, Blizzard made a beautiful CG animation for players, and not forced to add them in game.
 

We say that, but there is still a game which is focused on storytelling that being  ‘Minecraft-Story Mode’, Many players say it doesn't really feel like a Minecraft game because it  gives up the open world mode.
‘It's not just not-Minecraft, it's not (yet) a very good Telltale game, either’.
——<Time> Matt Peckham @mattpeckham Oct. 15, 2015
 [Minecraft: Story Mode Is Not the Minecraft You’re Looking For: http://time.com/4073550/minecraft-story-mode-2/ ]