Next-Gen Story Design: Immersive Process for Immersive Experience
summary
Argues that narrative is the most underused lever in games—a US survey finds story came up number one across all categories—and that biggest wins come from process changes, not gimmicks. Recommends a dedicated head of story who collaborates with art, audio, design and marketing; shows concrete outputs: a fictional product site (overchargeddrink.com) tied to Sunset Overdrive marketing and a hybrid TV-game production (Quantum Break) where gameplay choices alter the show. Advocates company-wide story workshops like game clubs and early cross-discipline calls to make it work.
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chapters (6)
- 0:00Start
- 10:32Story is about CHARACTER
- 14:29Believe that story is critical to your game
- 16:40Step 1: Hire the right people
- 20:24Involve the entire team
- 31:07Treat your people well
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