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March 26, 2009

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The basic problem, and I first noticed this while working for Insomniac Games back in 2000, is that since Drama = Conflict, the basic story beat in each scene of a screenplay is the main character saying, 'No.'

For example: No, he doesn't want to leave his cozy life and go fight an enemy, but circumstances soon force him too.

In a game, however, if the main character doesn't want to be proactive, then the game is over.

So the trick in giving screenplay-like story structure to a game is to give the game player a default goal that he prefers, and have the entire game play be a new goal thrust upon him that, when successfully completed, allows him to return to his default goal.

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