Thursday, 2 February 2017

Task 3 - Creating Dialogue For Games

Game dialogue sources
As technology evolves designers can make more realistic 3D models further expanding their potential to express verbal dialogue in video games.
Cinematic cut-scenes in video games have become more distinct today because of enhanced technology. These cut-scenes are heavily motion captured because it brings more authentic feelings to a scene that is presented by an actor/actress. This dialogue is given to the actor/actress via a script and the actor/actress carries the importance of the words. For example, Nolan North as Nathan Drake in the uncharted series. North is one of the best professional voice actors in the world, and for this reason his talent and experience contributes a complex expressive tone to a script that might be mediocre. Overall increasing the player’s experience.   

Dialogue doesn’t always come in a cut-scene or is even spoken. RPG’s normally don’t use spoken dialogue but developers fill them with tones of written dialogue which the player can skip. Dragon Quest 9 has both written and spoken dialogue. When I first played this game I was astonished by all the written dialogue compared to other RPG’s like this (Pokémon, 1995). The dialogue felt different to these games as they expressed a characters motives and personality in quality of language. Some characters have better language skills than others like sophisticated words, or some have accents like “ay! Come ‘ere”. Although fans weren’t too happy with the seriously vast accents in the game. Personally when playing this game I felt the large quantity of written dialogue made my experience feel like a book. I started to act out the dialogue myself to help and I felt like I was more involved. Overall I enjoyed my experience more.

Verbal elements
Verbal elements is a large contributor to express a video games dialogue. Two types of verbal element in video games is narration and monologues. A famous narration form a video game is Ron Perlman (Fallout 3, Bethesda 2008) "War never changes". The intro to Fallout impresses the player with the weight of Ron Perlman’s oaky voice, along with remarkable visuals of Fallout’s wasteland. Although Fallout’s huge world has vast dialogue from multiple characters, the quote from the intro “War never changes” lingers with the player, as choices a player makes can change the world or involve with betrayal and death. Playing this game myself I found that the narration also stayed with me. Roaming Fallouts world myself and looking at the aftermath of nuclear war gave the narration importance, cleverly making me reminisce the intro and where my journey started.  

Monologues are long speeches by one actor. A monologue by on of video games most sinister characters Vaas (Ubisoft’s, Far Cry 3, 2012) is an iconic monologue surrounding the actions the player has previously made. The player must kill pirates on an island to rescue civilians. Mid-game Vaas captures the player and the monologue follows: “Did I ever tell you what the definition of insanity is? 
Insanity is doing the exact... same fucking thing... over and over again, expecting... shit to change.
That... is crazy; but the first time somebody told me that...I dunno, I thought they were bullshitting me, so boom - I shot him. The thing is, okay... He was right. And then I started seeing: everywhere I looked, everywhere I looked, all these fucking pricks, everywhere I looked, doing the exact same fucking thing... over and over and over and over again thinking: "This time, it's gonna be different; no, no, no, no, no, please... This time it's gonna be different." 

"...I am sorry, I don't like the way- (Punches crate aside violently, his agitation towards Jason Brody is visibly growing) -you are looking at me... Okay, do you have a fucking problem in your head? Do you think I am bullshitting you? Do you think I am lying? Fuck you! Okay? FUCK. YOU!  It’s okay, man. I'm gonna chill, hermano. I'm gonna chill... The thing is... alright, the thing is: I killed you once already... and it's not like I am fucking crazy. It's okay... It's like water under the bridge. Did I ever tell you the definition... of insanity?" This maniacal rant shows a metaphorical mirror reflecting the actions between the player and Vaas, the similarity is the unending killing both do. After the encounter the player goes back to the killing cycle. The ellipsis by Vaas "definition of insanity" has become one of the most famous quotes in video game history.

Playing both these games I believe that monologues are better than narration, I understand narration can have a dramatic effect on a story. Ron Perlman’s narration in Fallout 3 carries thick emotional weight becoming almost like a rule or slogan for the game. Although nobody can disagree that Vaas’s monologue in far cry 3 is terrifying as the player can visual see the facial expressions of the character, like the intensity in his eyes as he describes to the player his theory of the definition of insanity. This has an incredible impact on the story further entertainingly implements a player’s experience.




Script writing
A script will consist of stage directions/actions and dialogue. For this reason, they are written in a different form. Each of these distinctions are laid out different. The paper will be A4 and the text will be in the middle of the page. The size of the text will be 12, a special script writing front is on Windows word. Although I like using Trebuchet MS as the text is bold with enough spaces between words so the reader doesn't lose focus. In a script first comes page number (the number of the page). Next is then scene number. Then a scene header (a quick description of where and when the scene takes place) which is given an underline. A character’s name just above the dialogue along with transitions for example, (CUT TO:). Actions are written in the present tense for example, (Fred goes to Shaggy).  
Script
I used my story from task 2 which I made into a script for this task. Here is a scene from my script: (Disclaimer - the text format may be different as I am writing this script in a word document) 


Harper shook off the previous night, sprawling from bed and stretching her arms out, she smiled and looked out towards the window. RRRRIINNGGHH! The motel phone rings besides the bed.





Harper


Hello?





A stressful voice answers back.





Voice


Harper is that you? It’s your aunt.





Harper


Oh, auntie betty





Auntie Betty


Yes girl! Where are you? How are you doing? When are, you coming back?





Harper


Slow down Aunt Betty, I’m safe I’m in a peaceful motel surrendered by tall trees and a lake.



Auntie Betty

Motel! With prostitutes, gangsters and murders!

Harper

No aunt betty its safe a couple called the Shinobi’s who run the place are looking after me, there finding it hard and have told me I can work receptionist whilst I’m here.



Auntie Betty

That’s good you have a job… Yes well!... When are, you coming back?

Harper

I’m sorry Aunt Betty I don’t know… but I’ve got warm clothes and two thousand dollars in savings I’ll be alright.



Auntie Betty

*sniffles, well okay… but you must call me often!



Harper

Yes, I will aunt betty I promise.



Auntie Betty

Good, now I’m going to play bingo with the gals, call me soon bye.



Harper

Bye Auntie Betty.


As Harper puts the phone down she smiles again after talking to her Aunt letting her voice sink into her head, but then she sees the picture she was clenching the night before and her smile slowly slips away. She reaches for it along with other clothes trying not to notice it and she quickly puts it back in her grey suit case.

Reflections on finished game dialogue.
Overall in this scene I wanted to create a connection between the characters that I could show the player. Although both are on the phone and I could only describe the facial expressions and action of one character. I focused on elements of storytelling used in Dragon Quest 9, the accents I chose was a Manchester accent as I have knowledge of this accent because it is my own. Using this element of storytelling I was capable of expressing a character feeling through speech.

Task 2 - Creating Story For Games

Unit 74

Weekly Blog

Week 1
This week i brainstormed three ideas. 

Number 1: Being a story about a father who is an explorer and treasure hunter much like the character "Nathan Drake" from the "uncharted" series, although he is accompanied by his 16 year old son after the death of his wife he must now take care of his son, unfortunately while on a mysterious island they are split up and now both characters must fight through the dangerous island jungle that is infested with predators and a hostile island tribe.

Number 2: My second idea called "Snow Kingdom" came to me like as if i was seeing a video game play out and not a story or film which i'm used to visualising, this idea is about a fantasy Kingdom in a world that is mainly mountains and snow, the people of this world must constantly adapt to harsh weather like snow blizzards and monstrous creatures to survive the people have relied on their kingdom which is transportable and can be moved like a huge snowboard with engines. In this scenario i imagine the player taking control of the transportable kingdom much like Edward Kenney's ship is "Assassins Creed: Black Flag" where the player can explore a pretty big open world, settle in places, find collectibles and be bombarded with side quests like canonade. I image this game would be like an old Final Fantasy or Dragon Quest game about group of inspiring heroes who must fight creatures and bosses in traditional turn-based combat to unlock mysterious and rip open chests for beautiful loot. Sadly even though i could visualise this world and its characters the most than my other ideas i didn't chose it for this assignment, because i think i wouldn't have enough time to fully plan and write my multiple ideas for this games interactive world. Instead i will continue it in my own time.

Number 3: This story is about a young woman trying to cope with her troubled self and find a place in the world, after manipulation, torment and bad love-affairs the character called "Harper" suffers from schizophrenia and decides to travel, and with her savings she ends up in a small town outside Dallas, Texas. After getting a job as a receptionist at a fairly new Motel it is suddenly being refurbished and Harper has agreed to clean the place and hand the keys over to the owner the next morning. Suddenly two suspicious men turn up at the dead of night claiming to be employees from an insurance company. The next events have Harper fighting for her life from the two murderous men, sneaking, finding clues to who they are and making weapons from whatever she can are Harpers only choices in this claustrophobic nightmare as another man turns up to the Motel. Three's a gathering, fours a party. 

I have chosen idea three because the idea i have for this story is fairly short although i can continue it in the future, i feel i can make a thrilling and non-stop heart beating experience with creative characters which will be the stories anchors and not so much the world of the story. 


Here is concept art i found to inspire me to write:




 


Week 2
I created a timeline of my story events:

Part One: in this part i will establish the setting and protagonist like back story and the type of person she is. Until an unexpected event rises and two suspicious men arrive in the lonely motel she is in charge of.  


Part Two: in this part Harper will have to survive dangerous conflict and discover who the predatory men really are, further injecting more intensity into the narrative. Then another character comes into the story who will help Harper, also revealing what's really going on.


Part Three: at this point the intensity is at its highest point as the motel is now in furious flame even the raging storm can't stop it. Harper and her new friend in a last chance of survival must fight the two men.


Part Four: the climax of the story is now settling down, Harper has discovered a new side to herself progressing her character. Harpers friend now reveals himself to be an CIA agent after the unconditional trust between them in this dangerous event now sparks romance.


Part Five Twist: now would be the resolution of the story fitting all puzzles together but one of the men is still alive as he confronts Harper's new friend and love he dramatically dies. Finally after harper kills the man and has her last words with her friend the CIA show up and justice is served...... but Harper now wants revenge after the CIA reveal more about the secret crime underground and the leader behind it all.  

Heres is a random story extract: (disclaimer- i am writing this story as a script on a word document so the text size and front may be different but i will change this for my final submission)

Mrs Shinobi slowly wipes the smile off her face and leaves an expression Harper doesn't understand. The car takes off nearly clipping Harper's leg. The shinobi's burn off leaving a mushroom cloud of dust.
Harper
The next people i meet won't be repulsive reptiles!

 Harper kicks the ground and her dust clashes with the dust left my the Shinobi's.


 

This image shows the Freytag's Pyramid which i have used to structure my timeline in the story, although i have made changes to it for my story i have done this because i feel it is too traditional for video game storytelling as it is more developed for film and television.

Week 3
My inspirations for this st are multiple Bruce Willis films mainly "Die Hard, dir. john Mctiernan, 1988" and the novel "The spy who loved me, Ian Fleming, 1962". In this book in particular i have taken inspiration from the lead character a young woman called "Vivienne" whose most notable feature is her strong will but her dysfunctional past affects her badly. I have also taken the quantity of characters used in this novel as well as setting. 

Week 4
I’ve finished my first draft of Part One in my story:

The clashing thunderous storm at the peak of the night creates an apocalyptic atmosphere. The motel room floor is covered by clothes that has erupted from an open grey suit case near to a double sized bed. The window crack resembles the lighting from outside, each burst of powerful light shines up the room in a frightening way. A hairbrush lying on the bed, it has lumps of blonde hair being strangled around it. Harper laying under the covers crying as she clenches an old picture with three figures all standing together. Her blonde hair untamed by the brush covers her tight eyes, as the thoughts of home play back in her mind. 
She was escaping. She was escaping England, from her restless childhood, from the cold winter, from a sequence of filthy, unappealing love-affairs, from her broken bits of furniture and jumbled up teared clothes that her city life had collected around her; she was escaping superciliousness and the claustrophobia of near horizons. In fact, she was escaping everything apart from the law. Although her attractiveness helped her get away from that a few times.
She ran a long way, halfway around the world. In fact, she had come all the way from Manchester to outskirts of Dallas Texas, sheltered in a small town called Myrtle Springs. Lakes and Basswood tree forests which forms most of the northern territory of Dallas. She had started on September the first, and now its Friday the thirteenth of October. When she left, Manchester has hardly any flora in its condensed city especially in August. Now, a billion-strong army of Basswood trees that marched away northward toward the Dallas border, the wild Bass flamed here and there like shrapnel-burst. She felt different - like walking onto an open path; her grim Manchester life the long hours and early night kept her hidden from the outdoors and the sparkle of sunlight.
She stopped wearing makeup like lipstick and even nail polish to feel more different instead of ‘being one of the crowd’. It made her feel childish but not better. She felt like decorating her face each time she glanced in the mirror. She hated it. She despised it. She was escaping the person she’s is.
Harper was restless and wriggling as her wary voice spoke.
“I’m safe, I’m safe, I’m safe”. Harper repeats these worlds till she drifts off to sleep and the rain slowly stops tapping on her window.


Week 5
I finished re-writing my story and it is now complete. (Disclaimer the front may be different because i have been writing the story in a word document)
Here is my final story for submission:


Part One


The clashing thunderous storm at the peak of the night creates an apocalyptic atmosphere. The motel room floor is covered by clothes that has erupted from an open grey suit case near to a double sized bed. The window crack resembles the lighting from outside, each burst of powerful light shines up the room in a frightening way. A hairbrush lying on the bed, it has lumps of blonde hair being strangled around it. Harper laying under the covers crying as she clenches an old picture with three figures all standing together. Her blonde hair untamed by the brush covers her tight eyes, as the thoughts of home play back in her mind. 
She was escaping. She was escaping England, from her restless childhood, from the cold winter, from a sequence of filthy, unappealing love-affairs, from her broken bits of furniture and jumbled up teared clothes that her city life had collected around her; she was escaping superciliousness and the claustrophobia of near horizons. In fact, she was escaping everything apart from the law. Although her attractiveness helped her get away from that a few times.
She ran a long way, halfway around the world. In fact, she had come all the way from Manchester to outskirts of Dallas Texas, sheltered in a small town called Myrtle Springs. Lakes and Basswood tree forests which forms most of the northern territory of Dallas. She had started on September the first, and now its Friday the thirteenth of October. When she left, Manchester has hardly any flora in its condensed city especially in August. Now, a billion-strong army of Basswood trees that marched away northward toward the Dallas border, the wild Bass flamed here and there like shrapnel-burst. She felt different - like walking onto an open path; her grim Manchester life the long hours and early night kept her hidden from the outdoors and the sparkle of sunlight.
She stopped wearing makeup like lipstick and even nail polish to feel more different instead of ‘being one of the crowd’. It made her feel childish but not better. She felt like decorating her face each time she glanced in the mirror. She hated it. She despised it. She was escaping the person she’s is.
Harper was restless and wriggling as her wary voice spoke.
“I’m safe, I’m safe, I’m safe”. Harper repeats these worlds till she drifts off to sleep and the rain slowly stops tapping on her window.

The next morning around eight o’clock the motel is quiet, five acres of trees could be seen from Harper's window. The motel is freshly built, the rooms fanning out in a semicircle. Forty rooms each with kitchen, shower, and toilet, and they each have a view of the trees and small lake behind them. The design of the rooms is beautiful each having timber roofs, air conditioning, television in every cabin and a golf range bound the lake. Cafeteria in the lobby, food and alcohol deliveries come every three days from Dallas, north from the small lake in the motel where picnickers gather. Then Harper shook off the previous night, sprawling from bed and stretching her arms out, she smiled and looked out towards the window. Suddenly RRRRIINNGGHH! * the motel phone rings besides the bed. Harper looks at it with puzzled eyes, she picks it up.
“Hello?” harper says properly as most do when speaking on the phone, but the voice responding is stressful.
“Harper is that you? It’s your Auntie.” Harper’s face sparked with emotion.
“oh, Auntie Betty”
“Yes girl! Where are you? How are you doing? When are, you are coming back?”, Aunt Betty said, the flutter of words and them ending in question sent Harper head racing especially in the crack of dawn, but she could understand and relate to her Aunt's worry as these questions swam in her head.
Harper responds sharply “slow down Aunt Betty, I’m safe I’m in a peaceful motel surrounded by tall trees and a lake.” But this didn’t stop Aunt Betty.
“Motel! With prostitutes, gangsters and murders!” she began to list. Quick to calm her Aunt Harper says, “No aunt Betty its safe, a couple called the Shinobi’s who run the place are looking after me, there finding it hard and have told me I can work receptionist whilst I’m here.” Aunt Betty sucked in air.
“That’s good you have a job… Yes well!... When are you coming back?”
That was the question roamed in Harper's mind all the time.
“I’m sorry Aunt Betty I don’t know… but I’ve got warm clothes and three thousand dollars in savings I’ll be alright.”
Aunt Betty made a snuffling sound much like how people cry, but she mustered up the courage to respond, “well okay… but you must call me often!”
“Yes, I will Auntie Betty I promise.”
“Good, now I’m going to play bingo with the gals, call me soon bye.”
“Bye Auntie Betty.” As quick as she arrives the quicker she goes Harper pleasantly thought.
As Harper puts the phone down she smiles again after talking to her Aunt letting her voice sink into her head, but then she sees the picture she was clenching the night before and her smile slowly slips away. She reaches for it along with other clothes trying not to notice it and she quickly puts it back in her grey suit case. Harper walks to the window looking out, her eyes considering abyss as she thinks of her journey so far.

Once up and ready Harper finds The Shinobi’s are getting ready to leave the motel as the Owner has informed them it would be closing for refurbishment, Harper thought it strange for a new Motel to be refurbished so soon, but she didn’t mind the Shinobi’s were handing the keys over to her for a night. She couldn’t wait to be rid of them.
Mr. Shinobi makes a last grab at Harper, she quickly moves out of his way, if she didn’t his slimy hand would of ran all over her body like a lizard. Mr. Shinobi’s controlling face cleared and his old wrinkly lips opened.
“All right, sexy. Make sure you mind the camp good until the boss comes to take the keys tomorrow at noon. Sweet dreams tonight.” His wrinkly lips stretched out, a grin Harper didn’t understand. Mrs. Shinobi watching them from the car’s driver seat spoke sharply.
“Come on, Matt. You can work off those urges when we’re in town tonight.” Mrs. Shinobi smiles putting the car in gear as Mr. Shinobi climbs in. Moments before leaving Mrs. Shinobi pronounces “Harper come here for a seconded.” Harper cautiously walks over to the car and leans into the window.
“Bye now, cutie. Keep in touch with us.” Mrs. Shinobi wipes away her crooked smile and puts her foot down almost clipping Harpers leg. The dust from the car resembled a mushroom bomb as the car darts into the roads horizon. Harper lets her anger out kicking the floor clashing her dust with the dust made by the Shinobi’s.
Harper screams “Phew! what kind of humans are they! Next people I meet will be human not horrible repulsive lizards!”
After Harpers cry to the heavens she stood staring out at the road for hours’ flashes of the Shinobi’s passed in her head the times they were good and the times they tortured her with chores as well as Mr. Shinobi staring into her window at nights, Harpers arm began the shiver of danger the fear-signals travelled through her body, a gust of ghostly wind hit her in the chest hard. Making Harper teeth chatter “Shhhhh…….”

Harper crosses her arms squeezing her chest, she feels a piecing tickle, making her self-smile it reminds her of a child playing hide-and-seek, finding a spot then desperately needing the toilet. A vast flock of harmonious birds quickly flap north. The weather takes a turn for the worse, the beautiful sun vanishes and fretful clouds average from the sky, fast winds, a bucket of rain splashes on Harper's pale white skin. It was now drawing nigh and the Shinobi’s preparation had wasted Harpers day. Harper rushes into the yellow lit lobby. A welcoming bottle of jack stands on the counter, the song “crying in the rain by whitesnake” plays from the retro jukebox, Harper eyes connect with it and the signals the song is sending her makes her shoulders tense and she takes a deep breath she mutters.
“If this is going to be my last night here I’m making it memorable.”
Harper turned up the jukebox and snatched the bottle of jack taking a big gulp, the taste makes her lips seal and her tongue suck at her teeth, but before she complains, Harpers eyebrows frown and she dives into another gulp. She dances in a way every drunk person does off balanced and twirling. Half of the bottle vanishes before Harper notices the zigzagging of the vacancy lights, then a quite squeak and an ambush of blockbusting BANGS! Thunder approaches. Harper screams “Arrrrghhhh!”

Harper cowers on the floor near the bar intoxicated her eyes quickly dart, next roaring patters on window glass and a heavy drumming bang on the timber roof. Water rushes through the drainpipes, and an upbringing storm noise is set. Harper smiling tries to lift herself up whilst mentioning to herself.
“Come on girl! You’ve had worse than this.”

Harpers shaky attempt to stand fails as she uses the stole at the bar to stand, an ambush of blazing lighting creates a colossal explosion shaking the building another huge bomb falls a few yards away. The windows appear to shake affront of Harper then Smash! The pieces of glass bounce on the wooden floor. Harpers eyes expand, she can’t move but her hands twitching fly towards her head protecting her ears, and pushing her red flared cheeks together.
The deafening defining silence before the next bomb drops puts fear into Harpers chest, as she takes deeper breaths the roaring rain rages more. The glass rattling behind the bar seems like it is shaking on the woodwork frightened of the furious cannonade, the increasing pressure of sound-waves makes Harpers head feel hollow. Harpers legs felt weak, anticipating the next world ending bang, Harper found the courage to run towards the phone on the wall to call for any help she could, but the catastrophic end of days was near, the lighting watching her, brakes the weak shelter and it viciously hurls her to the floor.

Harper comes to, breathing heavy with drool coming from her mouth, the room was clean nothing was broken the sounds of pitter patter on the roof but its strong. Harpers eyes begin to flicker she then struggles reaching into the pocket of her dress, she pulls out a bottle of Cariprazine. She welcomes them, “Hello little friends” she takes a breath, “this hasn’t happened in a while.”
Harper take two pale tablets, using the help of the wall she stands holding her left arm with her right hand. Her hallucinations scare her into insecurity.

Harper shakes her problems off once more, walking to her cabin looks and feels like a horror film everything looks dead and if she was to be murdered there and then apart from the murderer, the talkative crickets would be the only witnesses, a silent witness. Harper strolls by the emptiness is her solitude. she retrieves a notebook from her suitcase, while looking her eyes connect with the photo from before, she grabs it firmly and punches it into her pocket with the meds. Walking back to the lobby, Harper see two cars racing, darting past every rain drop like a chase scene, almost hitting each other. Harper states “What bloody psychopaths have a race in this weather?”
She looks back, the expression of wonder lights her face. Next a dangerous flash of lighting that frightens her into running back to the lobby.

Inside the safe lobby, Harper sits on a stool at the bar, she opens it revealing the notebooks inside title “my painfully wonderful hallucinations for that idiot doctor!”. Flicking to a clear page she begins to write filling her head with images of the past.
Harper’s wild mind gives her visions of the past. Harper is now in England at the age of (12-13, brown hair) with her Auntie Betty arguing.
“Those girls were Bitches!”
Auntie Betty lashes back,
“Harper, you are a foreigner! You must be a lady! Don’t get involved with boys at this age.”
Shocked Harper throws words back,
“All I did was talk to him, and play football, those… those girls just surrounded me and started yelling!”
Auntie Betty couldn’t believe her eyes,
“Football! No wonder they yelled at you girls round ere, girls don’t play football maybe they thought you was one of those lesbians.”
Harper’s look darts to anger,
“What? No, you’re not listening.”
Auntie Betty blocks Harper off lifting her arm and pointing her ornament infested finger,
“Harper I’ve never been to France but I hear those women don’t shave their armpits, here you must be a lady.”

Next fly in another memory Harper’s mind shifts to a different time, she is now (14-15, blonde hair) and English establishments have changed her, her act sent has gone. A group of girls walk up to her, looking her up and down like an animal. A girl seeming to be the leader speaks,
“You’ve changed your hair colour I like it, not like your usual bird nest.” The girl and her soldier’s smirk at Harper provoking her, but Harper blissfully responses “Oh, thank you Tracey.”
“You should hang about with us, now you’re not looking a scuff.”
Harper swallows the words unsure what will happen next, she squeezes out a thank you.
“Okay thank you.” Tracey tuts under her breath, “Stop saying thank you.”

The ticking clock, the relaxing song from the jukebox playing “Trouble by Yusuf / Cat Stevens”, the hurtful tsunami of drifting memories has made harpers mouth disgustingly dry and a single tear plunges from Harper's rosy cheek that descends into her empty glass, the rest follow like the pitter-pattering rain from outside. Harper then stares at the bottle of jack and drowns her extracted sadness with the strong, potent liquid. The illusions of bad memory continue.

“You know I remember when you used to play football with me. Sneaking out and not telling your Auntie like a rebel.”

Harper (17) stands leaning on the shops brick wall, wearing a short skirt that mothers don’t like, a brown woolly jumper and splashed with perfectly crafted make-up. The boy also with his back to the wall leans in near Harpers left shoulder.
Harper thin voice responses,
“Well... I don’t do stuff like that anymore I’m a girl.”
The boy smiles at Harper,
“It’s good you don’t you it makes you normal and you look beautiful now.”
Harper cautious at his statement turns t down,
“No I don’t Tracey says I’m alright looking but not too special.”
The boy leans in closer to Harper's ear.
“You know you’d fit in more if you were with me.”
Harper surprised weasels out words,
“Do you like me….”
Before Harper could get her response the boy rushes in and steals her lips. She doesn’t move, she doesn’t know what to do, so she lets him in.

Her mind jumps.

Harper (21) sneakily opens her apartment door like she is trying to keep in a bad secret, leaving her bag and coat at the front door she walks through the hallway into the kitchen to find the fridge door open, along with a bottle of her favourite wine sticking out like a red alarm on the table.
Mysterious sounds are surfing through her walls like ghosts, but they are of laughter and playful muttering. Harper throws her right hand on her mouth desperately trying not to overthink, shout, or cry. She lets out a tiny slip of her uncontrollable anger and starts biting her hand hard. While her hand bleeds she rushes towards her bedroom thinking of the worse only makes matters worse.
Inside the bedroom, the blinds are tightly shut, the covers hiding two figures on the bed. Harper rams the door with her hands, her blonde hair lashing back. Her face paints the picture.

“Oh... err... Harper.”

As soon as he speaks Harpers chest breaks and her anger transitions into sobering sadness.

“Why?”

The second unidentified figure giggles under the bedcovers.

Pulling the covers from her head to reveal its Tracey, “You shouldn’t be surprised. He always prefers me. Stop crying it makes you look scruffy.” Harpers eyes cringe and her hands clench. She runs towards Tracey, snapping her hair with her right bloody hand as she viscously smacks her with the left.

“AY!” he shouts pushing Harper away, she falls back arms stretched searching for a comfortable fall, she tears down the blinds and the sunlight pierces in and the rooms dust becomes visible.

“GET OUT! GET OUT! GET OUT!”

A smack to her own face brings Harper back to reality. She looks at the empty glass.
“I swear you don’t help.”


Three thunderous knocks louder than the storm come from the front door, Harper turns her head her heart jumping from her mouth. The silhouettes of two figures one tall one short lurk outside.


Major Subheadings

Purpose
The class was given a brief from "Cloud Imperium Games" it proclaimed "You receive the ‘Star Citizen’ brief from your producer, asking you to create the story for a new game including backstory, characterisation and dialogue." Once reading this i understood that this company is making a game about space exploration. Instead of following this brief i decided to set out and bring the story back to Earth.
The purpose for this script is to show a young woman's life develop in a extreme life frightening experience this script can be perceived in many ways by a client like changing setting but ultimately i wrote it this way because i think its better to experience. 
Target audience: young men and women, I've chosen this demographic because the story is about a young person and their development in the world. 

 

Components
My themes are suspenseful and thrilling. 
The suspense if for-filled by Harper's condition where her illusions taunt and frighten her, as she is left alone in a motel. 
In my opinion suspense and thriller are two faces of the same coin.
A technique i used to establish Harper's back story is flashbacks, in the story Harper has to write down her hallucinations in a notebook for her doctor but her mind jumps and she recounts her past.


An unusual theme used by one of videogames most influential franchise is "Bioshock 2007 2K games" in particular i will discuss the components of the second game in the franchise "Bioshock 2010 2K games. This game has been praised for its unique levels, objectives and stories. In the story the machines called "big daddy" were used to build a fast city at the bottom of the North Atlantic Ocean called "Rapture". Eventually this city is taken over by psychopaths.


I have also used this as inspiration for my story as the characters in this video game i used as templates for my own, i did this so i wouldn't frain my mind over the visuals in my script. I looked at this as a possible setting for my story but this would make my work seem like fan-fiction.

Plot Devices
When looking at plot devices i like the concept of Macguffins this is used in fiction, it is a item or sign that recurs like a desired object. For example "Lord Of The Rings trilogy, J. R. R. tolkien" are epic novels and one of the most creative and finest works of fiction. In these books a macguffin which is "The One Ring to rule them all" is a dangerous item especially in the hands of its master, this sparks conflict in the story which takes many twists and turns as two heroes Frodo and Sam must go on a catastrophic journey to destroy it.
I wanted to involve a Macguffin in my story but i gave it no purpose or identity to the story or let it affect the narrative. In fact the Macguffin in my story is a photograph that is treasured by the protagonist Harper although i do not explain it or shed a clear light it recurs more than twice, i did this to expand Harper's character letting her have her own little identity that the reader doesn't know about so i can make her more realistic.

Character Devices
Protagonist: Harper is a young troubled woman with a innocent appearance who isn't very physically strong, but she has a never ending will. Her troubling back story causes her to suffer from Schizophrenia, her snappy attitude makes people quickly despise her. Harper has disbelieve in herself especially when two gangsters want to kidnap her, but her everlasting will and determination to not give up, give her the courage to use weapons and fight back with the help of the hero character. Her illness was developed because of her past, this means life growing up was hard making her vulnerable and in stressful times she doesn't know how to act.  I took inspiration from these characters who are from very different genres but show a relation in will and courage:

The Shinobi's are a strange family Mrs Shinobi is a complicated women and Mr Shinobi is a sexually frustrated old man. (non-playable characters)


Gangster #1 (Mr. Gear) tall, big feet, dead eyed and ear piercing voice. 


Gangster#2 (Mr. Wrench) small, fat, strange looking with deep voice. (non-playable characters)


Hero: cool, calm and dangerous. I have taken inspiration from Bruce Willis's character in "The Fifth Element, 1997, Dir. Luc Besson". He is a physically strong character who will protect and provide and only wants to be along for the ride, he does the right thing always. Hes the typical white collar American. 



Character Backstories
Harper lived in France with her parents but at the age of 12, Harper's family were killed and their deaths are unexplained by the police, the case is closed and Harper must move on. Harper trained in tradition ballet. A string of bad relationships have led Harper to seek salvation in America.

I haven't messed around with representation i have used the traditional representation of the world and i haven't challenged it because i think of my story as 1940-1960 cinema but a major difference compared to traditional cinema is that I've chosen my main character to be female.  

Narrative Flow
The narrative of my story i consider is a thrilling non-stop heart beating linear story although it has flashbacks. If this were a video game i imagine it to be third person.
My story also has objectives as it is meant for a video game these objectives involve searching for equipment to make weapons and wallets to identify who the attackers are.

Reflections on the finished game story.
i set out to create a story that will show a young women trying to figure out her place in the world. The story is quite small because i think i didn't have enough time for my original intentions to expand the world how i wanted which would involve a secret crime underground opening up more stories and objective but these can be ideas for the future if i want to continue writing this story. Although i'm happy with the story it is more like a detailed timeline, i did this so a developer can fit in components of a video game in where they wish. 

I did try to create more time for myself by completing the previous assignment quicker, i didn't manage my time professionally which i know now is a massive mistake and which i will to learn from. 




References:
http://www.amc.com/movie-guide/50-greatest-female-movie-characters
http://www.imdb.com/title/tt1446714/
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