~/talk

New ways of telling stories

name:Sam Lake
links:none on file
slides:none on file

Describes concrete storytelling experiments: Max Payne uses comic-book panels and voiceover because in-engine cutscenes were limited, Alan Wake adopts a TV-episodic / novel structure, and Quantum Break pairs a branching live-action TV show whose episodes change based on in-game choices — a costly cross-media shoot that partially succeeds but suffers from publisher strategy shifts. Remedy currently builds two projects: a Crossfire single-player campaign for Smilegate and a new original title codenamed P7 (explicitly not Alan Wake 2).

AI-written summary · about

  1. 0:00Introduction
  2. 1:56Player time in storytelling
  3. 3:29Sam Lake's influences
  4. 6:42Evolving game storytelling
  5. 7:24Max Payne's constraints
  6. 9:57Transmedia in Remedy games
  7. 12:52Immersive worlds via transmedia
  8. 14:18Layered storytelling
  9. 16:06Balancing story and mechanics
  10. 18:59Creative process behind stories
  11. 21:50Stories and technology
  12. 22:35Character storytelling in Max Payne & Alan Wake
  13. 25:06Quantum Break's narrative
  14. 27:12Reactions and innovation
  15. 29:41Quantum Break TV show
  16. 34:37Branching vs linear narratives
  17. 35:19Remedy's future projects
  18. 37:50Upcoming projects clarified
  19. 38:37Conclusion on transmedia
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