Putting Players In The Story - Behind The Games chat with Ashley Ruhl
Bioware and Star Wars the Old Republic is well known for the strength of its narrative. Cinematic, fully voiced cut-scenes that put the player in the story with a feeling of agency is difficult to achieve without clear narrative direction and vision. Ashley Ruhl has been involved with narrative direction from the start for SWTOR and has recently taken on full responsibility as Narrative Director. She talks with us about what that means, how a narrative director puts the player in the story, and how moments that matter are created. Excellent and insightful conversation… thanks, Ashley!
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00:00 Intro
01:56 Getting to Bioware
09:24 What is narrative design?
12:26 Putting the player in the story
16:16 Choices that matter
19:55 Schrödinger's galaxy
24:35 Balancing the player as "the" hero
26:09 Fully voiced dialog
30:00 Creating engaging moments
32:50 Keeping the player in control
34:16 A day in the life of Ashley
42:22 Narrative within the broader IP
44:10 SWTOR Movie?
46:29 Games are not movies
53:01 What's on the shelves?
55:16 Custom tiny Malgus!
56:30 Drawing on IRL for creativity
1:00:33 Wrap up
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