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