I talked a bit last week about worldbuilding, and how I start building a setting from scratch. All of that is the background, it becomes my notebook of details and concepts that inform the actual experience but is (usually) never exposed to the audience. It’s a very important part of things, but it’s important not to dwell on it– spending too much time fleshing out the background leaves little room for maneuvering when you get to the actual experience. As an example of what I mean by “maneuvering”: Wynne left a comment in my last post that I’m going to use in here– an idea that didn’t initially enter into things but is really interesting can and should be able to be incorporated, if it fits with the concept. Today I’d like to talk about what I call the “Chapter”. The Chapter is a single arc, a series of events for the audience to experience that, while not necessarily discrete, make a fairly complete chunk. I use the term “chapter” for my own personal use, when a whole studio is proving out the kind of concept I’m talking about, it’s often called the Vertical Slice, and elsewhere it’s called storyboarding. It’s different from medium to medium, but the concept is similar. A Chapter isn’t necessarily a single quest, or mission, or level, or scene. It’s far more often a collection of these that all come together in a particular way. It’s a focused experience that has a number of moving parts, all working to a particular set of goals. The Chapter is the story arc, the questline, the portion of the story. In a game like Dragon Age, I’d consider each of the separate locations Chapters. In a traditional three-act structure, each Act is akin to a Chapter, the way I think. Building a Chapter is the first thing I try to do once I have a good handle on worldbuilding. Note that I didn’t say “finished worldbuilding” here, because all of that is likely to change. Here’s an example of my process, using my setting example from yesterday: the near-future supernatural world with mage-gangs, territorial graffiti, and ubiquitious magic-suppression technology. One question I didn’t answer is how long magic has been around, other than “a while”, which may come up here. For the Chapter, I start with a few questions:
- What are the goals of the Chapter? Am I showing off the setting for my audience? Am I revealing how the setting is beginning to change? Am I making an irreparable change? A reparable one?
- Who are the major players at the start of this Chapter? Is the audience (or the main character, in a non-interactive medium) an important player in the events that are unfolding, or not?
- Who are the major players at the end of this Chapter? Does it change? Is there a shift in power, or the filling of a void?
These questions are absolutely vital, and the pacing of the experience is hugely dependent on how and when I answer them. An experience that starts in media res may skimp on the details of the setting early on and bring them in later, once the audience is hooked. A very unique, very strange setting may need some setup early on to explain motivations and the setting itself before the actions of any of the players make sense. Similarly, characters are important here, and how much agency they have at what points in the story is important. A character who starts off with very little agency in the events of the setting and ends with a lot of agency, or noticably more than they started with, creates an opportunity for character growth. This goes both ways, of course, and a character losing agency can be a central focus of a Chapter. Enough abstraction, here’s a Chapter using the worldbuilding from before, and assuming a video game as our medium:
Chapter 3: Finding the Rogue Mage This chapter focuses on locating and contacting a rogue wizard who’s gone to ground among the mage-gangs in Atlanta. The player is a low-ranking member of an “established” mage organization that’s dealing with some kind of internal difficulty that the sought rogue wizard is somehow related to.
The player will need to track the rogue wizard through the gangs. One of the goals of this Chapter is scene-setting, showing the world off to the audience. Finding the way into and around the gangs is important here, as it puts the player at “street level”, to see the everyday world and the ways in which it’s similar and different from what they might expect. The player is relatively unimportant in the grand scheme of things, but is competent and recognized enough to be given a nontrivial role, likely due to having proven themselves earlier. There’s not a major power shift going on here, because we haven’t established the status quo enough for major shifts to matter. We want the player to feel a bit constrained; they’re working for powers greater than they are and we want to establish a reference point for their rise in power. Major players will likely include one or two authority figures (who directly command the player), at least one of which is recurring, as we want the player to develop a relationship for later. Other major players will be the rogue wizard (who the player will get to know over the course of finding them) and the player themselves.
A central focus of the Chapter is the sense of investigation, and seeking– the mage-graffiti will play a central role in that. We can express that visually in gameplay, and conceptually the player is seeking out gangs based on power, working under the assumption that a trained wizard gone rogue and her cabal will be more powerful than a ragtag band of untrained mages.
This is a good start for our Chapter. It gives a broad arc, a sense of where it fits into the bigger picture, and a vague sense of direction. That last part is where we’ll focus next. Once we have a broad arc, we can focus on individual segments: “quests” or “missions”.
The Chapter will be broken down into a series of missions:
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Getting situated in Atlanta. This will focus on finding local contacts, standard resources (whatever those might be in the game), and introducing any local NPC authority. This will likely take the form of meeting a contact or going out into the city to find an information drop, possibly both.
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Investigating the gang presence. Should be hinted at in the previous section, with some mage-graffiti made evident and possibly witness to some minor gang activity (loitering, posters, etc). This is mostly going to involve more moving-about and exploring, this time looking in out-of-the-way places for mage-graffiti and potentially gaining the attention of gang members. I really like the idea of the gangs all having uniquely enchanted graffiti, that someone with magical senses can focus on to get an idea of the power and focus of the mage that left it. This can be reflected in color and glow intensity, which also gives us a good way of finding it and allows us to establish “mage-sense” as a game mechanic, if we’re using something like that. This should segue neatly into…
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Establishing the gangs’ personalities, as friendly, neutral, hostile, or some combination of the above. Their motivations and how they fit into the world is important here too, and we can start hinting at how the rogue wizard is making waves. This is the point where I’d normally start to introduce a bit of unexpectedness– two very powerful gangs, for example, that are the major players in the area, either one of which could house the rogue mage. This will involve getting in with one gang or another and getting embroiled in local conflicts.
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Introduce the rogue wizard. The player’s done investigation and gotten their hands dirty a bit, and is a powerful and effective enough agent in events for the rogue wizard to make an appearance. She can be hostile, if the player has sided with the wrong gang, or she can be friendly, seeking the player’s help. Either way, the player will wind up working with her to drive out the other major gang. Her importance to the larger narrative arc is less important here than establishing her character. Here we’ll focus on her ties to Atlanta, why she (initially) doesn’t want to leave. This portion of the Chapter likely involves a bit of legwork before the final face-to-face, giving some time for the player to find audio logs, journal entries, other gang members, etc. I particularly like the idea of staging a raid on a location, uncovering this information, and then directly facing the rogue wizard (who may be furious at the raid).
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The rogue wizard’s task. Whatever the wizard needs the player to do to convince her to help the player out. This should be something that either wouldn’t be possible without the player’s help or would have taken an extremely long time, and the player allows a more direct route. I prefer the latter, as it throttles back on the player as the only agent of change in the status quo. The rogue wizard would have won eventually, but with the player’s help she can win tonight. Our final encounter cripples the opposing gang and the player and the rogue wizard evade reprisal effectively.
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Denouement, lead in to next portion of the narrative. We don’t want an abrupt stop to our story, we want to see the aftermath, we want to see how things changed, etc. I like to have this mirror the first segment, debriefing with any local authority content and moving through Atlanta back to the airport or train station, wherever the player entered from and likely hasn’t been back to. We can see both subtle and overt changes here, like a change in the brightness and ubiquity of mage-graffiti, and the overall sense of danger vs safety in the area.
This is a pretty good breakdown of a Chapter. It’s fairly basic, but gives you an idea of flow. There are a number of things missing here, such as specific details or the kinds of spaces the player is moving in. Details will come a bit later, in the next section. They’re important for what I call Moments. Spaces are vague partly due to space (this is already really long) but also because you may need to be extremely flexible with the spaces you’re working in, and if something has to change, you need to be able to change the space it happens in without it being a disaster.
These are long, hopefully they’re still interesting to read. The next entry will be about Moments, the little details in a Chapter and the parts you’re most likely to remember. They’re the little sparks that ignite the imagination, and they’re (to me) one of the most fun parts.
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