My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
Xbox One: a flawed plan, well executed
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [3]
 
Maturity, Challenge, Art and Games
 
Combat Analysis: Guacamelee [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 23, 2013
 
Race Illegal hits Google
Play Store!
 
\"Pirates vs Corsairs -
Davy Jones’
Gold\"...
 
LITTLE ORBIT REVEALS E3
2013 LINEUP
 
FINAL FANTASY XIV: A
REALM REBORN SET FOR
27TH...
 
Quell Memento now
available on the App
Store
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
When building the new Lara Croft, you've gotta work backwards
When building the new Lara Croft, you've gotta work backwards Exclusive
 

November 19, 2012   |   By Staff

Comments 1 comments

More: Console/PC, Design, Exclusive





There's a real disconnect between game protagonists and the actions they perpetrate, suggests Rhianna Pratchett, cinematic writer on next year's Tomb Raider reboot, under development at Crystal Dynamics.

"One of the things we've been keen to do with Tomb Raider is explore the idea that action equals character," says Pratchett.

"It's a fairly standard idea in other entertainment mediums, but in games there's often a strange disconnect with the way a character is presented in cutscenes (heroic, quippy, everyone's pal) and the way they act during the gameplay, i.e. mowing down enemies like there's no tomorrow."

So how do you solve the problem? Work backwards, she suggests.

"From a narrative perspective, I wanted to make sure that the gameplay mechanics fed back into Lara's character make-up... Looking at gameplay mechanics is often a good jumping-off point when putting together someone like Lara. It's working backwards a little bit, but it means there's not so much of a disconnect between character and action. The bravery, tenacity and resourcefulness that Lara shows during the gameplay are definitely reflected in her personality."

The division between storytelling and gameplay is, ultimately, artificial, Pratchett argues. "It's all story, at the end of the day," she says. "Narrative actually saturates every facet of a game world -- be it the level design, the gameplay mechanics, the characters, soundscape, etcetera."

For more on how Pratchett has worked to reshape Lara and the rest of the Tomb Raider universe -- and her opinions on the ways in which game development fails the narrative creation process -- read Gamasutra's full feature interview.
 
 
Top Stories

image
Blog: I took my Ouya game to retail, and here's what happened
image
A Guacamelee! combat design analysis
image
Here's how much 'whales' spent so far this year
image
'This model of game making is so fundamentally broken.'


   
 
Comments

Brion Foulke
profile image
"It's a fairly standard idea in other entertainment mediums, but in games there's often a strange disconnect with the way a character is presented in cutscenes (heroic, quippy, everyone's pal) and the way they act during the gameplay, i.e. mowing down enemies like there's no tomorrow"

Actually, that "standard idea" is neglected by other mediums all the time. Being heroic/quippy/everyone's pal and then mowing down a bunch of faceless badguys is exactly what happens in many action movies. You don't see Indiana Jones acting tortured every time he kills a faceless bad guy... that's because the audience is supposed to be having fun. And it's often not even much of a "disconnect," especially if the protag is portrayed as someone who doesn't mind getting their hands dirty.

That's also why I think there's no disconnect in the original series, as the original Lara was pretty much portrayed as that type of character, not so much of a "hero" as someone who is out for herself. It worked pretty well narratively, and it's why I prefer the older Lara to the newer attempts.


none
 
Comment:
 




 
UBM Tech