Nice to meet you
My name is Dong gun Lee, I've developed more than 20 video games for more than 20 years
The first order of business should be
Defining what game is
There are many different definitions and explanations
In my opinion, following three factors are the most important
The first one is about the goal
Deciding to what degree of clarity and directions
To tell players what to do and how to win
Telling them what this game is all about
Should be prioritized
The next one should be the rules
The goal is concerned with the question of what
The rules should be the question of how
Depending on how well the rules are established
More strategy and tactics can be derived
Allowing various situations to arise making it more enjoyable
Beside these aspects of strategy and tactics that rules can bring
More importantly
Whether the program can handle
Various situations without errors while people play
Should be taken into account with upmost importance
The final factor is the interactions
Mainly talking about the interactions between the player and the system
Recently, but not really
Roughly, more than 20 years into online gaming era
Interactions between players themselves
And also between multiple players and the system
Will also be another important matter for games
If one of these three factors is missing
We do not consider it a game anymore
For example, when playing with dolls, playing pretend
Sure there are goals, rules, and interactions but a bit ambiguous
Therefore, we define game with these three factors
Now, let's talk about what is so special about gaming
Being recognized not only as an industry but also as a cultural genre
I would like to explain what factors contributes
To the significant expansion of the gaming industry
From the perspective of someone who creates video games like me
Ever since, let's go big on this one
From the beginning of written history till now
Everything made to have fun
Such as toys, the game of go and the game of chess
Various artistic fields such as literature, music, art, festivals, feasts, and soccer
Creations made to entertain or bring happiness
Liberal arts sensibility, narrative-based liberal arts sensibility
Commonly what we refer to as liberal arts
Someone strong in logical reasoning like in mathematics and science
The creation made by all those people gathered
falls into only one thing, video games
I majored in Korean Language and Literature
Someone like me with a liberal arts oriented sensibility
And Someone who majored in computer software engineering
Or those skilled in mathematics and science from natural sciences
Collaborating almost equally to create works
The form of the end product which involves visual and auditory presentation
in order to effectively convey it to consumers
Is only in the form of games
Gaming culture is a huge vessel ifself
That can contain various elements of fun
So, with a game completed like this
Users, as game players, empathize with the game, interact with each other
And also compete with other players
Feeling intense competitiveness and the desire to show off
In this process, they demonstrate their agility, how calmly they can assess situation
Their ability to adapt by formulating strategies and tactics
They are continuously tested how sharp their judgment is
With these kinds of process while playing
I believe that games are the apex predators of recreational culture.
because of that charm, I am still in the game development industry
The role of game scenarios and their differences from typical scenarios
I would like to discuss with you about
How scenarios should be written to make a good game
When we try to define difficult and ambiguous concepts
A very effective method is to compare them with similar counterparts
I'll divide it into three parts to make it easier to understand quickly
Genres that we commonly refer to as scenarios include
Webtoon and web novel scenario, film and TV series scenario
And then there is game scenario that we like to discuss
With these three scenarios, let's see how influential
Each scenario can be in terms of success
If webtoons or web novels were successful, how much did scenarios contribute?
And if we were to compare it versus movies and games
In my opinion, for webtoons and web novels
I feel that scenarios play a crucial role for success
If you really think about it, even for webtoons
The drawing doesn't have to be refined and impressive
We consistently see a compelling scenario alone leading to success
So, scenarios play a significant role, in the case of webtoons and web novels
How about movies and TV series?
Of course a quality scenario is a must
In fact, it seems which actors appear and what content and fictional world
they present greatly influence the success
For example, I still don't really know the plot of the Avengers trilogy
Even though I majored in literature, I still don't understand much
But, it's still fun when Iron Man and Hulk throws things around.
It seems that movie or drama scenarios need to be viewed relatively
How about video games?
How significant is the role of the scenario in the success of a game?
Let's see whether the game scenarios I'm talking about come to mind
For example, consider games like PUBG and Clash Royale
How do you perceive the scenarios of these games?
It's true that the scenario is a very important part of a game, but...
On the other hand, if you think about it...
Even if the basic scenario isn't very solid
Even if that scenario isn't conveyed well
you might still think that it can successfully become successful
I largely agree with that perspective as well
Let's put success aside and dig deeper
To explore the relationship between production costs and the scenario
In the case of movies and TV series
The scenario itself directly leads to the production costs
If one wishes to make Dune 2
Or one wishes to make a movie about the Battle of Noryang
Basically, it's inevitable that a lot of production costs will be involved
Additionally, which actors to hire
In the case of movies or TV series
Scenario already determines the scale of actors involved
Production begin with a predetermined choices
That's why the scenario directly influences the production costs
Then, how about webtoons, web novels, and games?
In the case of webtoons and web novels
No matter what genre or what kind of content
I understand that the production costs
Do not vary significantly
It goes the same with video games
Whether I create a fantasy game or go for the sci-fi genre
The scenario is not significantly related to the production costs of the game
What matters more is the genre, platform, system
And type of service model the game will be released under
What kind of graphic engine is being used, BM structure, etc
These factors have a greater impact on production costs
And the specific scenario may not significantly affect them
For graphic resource needs
It may be challenging to find designers
who specialize in SF compared to those who create fantasy
It's still hard to say there is a significant correlation
Between this and the overall production costs
You might realize the role of the scenario in game development
might not be as significant as initially thought
If we consider the games that win
Game of the Year awards annually
You may have noticed that there has been many games
Achieve great result by pairing
Remarkable gameplay with compelling scenarios
Not only succeed commercially but also provide an emotional impact
And enjoyment comparable to what films offer
Then, let's try to define more precisely how they differ
In my opinion, the scenarios for webtoons, web novels, or movies and TV series
Are fundamentally written to be shown to an audience
The story, expression, the flow of the narrative, and the audiovisual direction
How the plot is assembled are really important
Ultimately, the destination of this scenario is the eyes and ears
However, the fundamental purpose of game scenarios isn't to show things
But rather to induce the act of gameplay
One is about presentation, the other is about prompting actions
It's about how to motivate players to engage with the game
Convey objectives and provide
Emotional or various rewards throughout the process of achieving those goals
Ultimately, the endpoint of a game scenario is the play itself
Don't you agree?
If a scenario for movies, webtoons, web novels, or dramas
Must be pleasing to the eyes and ears
Regardless of how great
Magnificent, or impressive the game scenario may be
The most important thing is that players are satisfied by playing
The gameplay itself
Isn't just having fun using skills and destroying stuff
Depending on the genre of the game
If it's RPG, going through difficult challenges with your character
And finally pressing the quest completion button and receiving rewards
Those moments can also be satisfying for players
In FPS games, with the realistic maps, characters, and items
The sensation of impact when shooting guns can be satisfaction for players
Each game genre varies significantly based on its system features
In the end, we should write scenarios
That are enjoyable to play through
The phrase sounds a bit unfamiliar, right?
So we have to keep thinking about it constantly
From the perspective of a designer, it's not just about focusing on the story
One need to constantly think about the gameplay
Of the project that they are in
Let's dig even deeper
When we think of games with a good scenario
Games known for their meticulous scenario
Games that has well executed narratives
That unfold like movies
Such as Heavy Rain, The Last of Us, Detroit become human
As you play, you can experience the scenario
With what's called cut scenes and as they flow well and are fun
Don't you get the feeling of not wanting to actually play the game?
One just wants to know how the story unfolds
What happens to the character, if he dies or lives, what happens to the country or organization
Like this, sometimes, the story is more compelling than the actual gameplay itself
On the other hand, the same narrative format but
The gameplay itself is so much more fun
It was like that for me playing the World of Warcraft
It's so much fun that I wouldn't even care about the story
I wanted to learn new skills
I just want the items and equipments
Like so, as the gameplay itself is more fun
One might not like having to run into cut scenes
On the developer's perspective
It really gives them a headache
They were working on scenario in order to make the game more fun
And that cost money and man power for the contents creation
One might think the scenario is hindering the gameplay
If one think this way
They may be experienced developers somewhat familiar with game scenario development
I want to discuss the aspects I've considered while developing my game
So let's talk about what kind of considerations to be made
Requirements and considerations for game scenario writing
When it comes to game scenarios, it typically involves
crafting a cohesive narrative, coherence, plot, twists, clichés
internal and external conflicts of characters
It would involve a lot of considerations about the completeness
From the perspective of someone writing game scenarios
As I've been mentioning
We're not writing scenarios like those for movies, dramas, webtoons, or web novels
Make sure not to forget that you're crafting a game scenario to engage players hands on
What we need to consider, in my opinion, are primarily these four key aspects
Taking a detached view, when I look at my work
I have a check list of four
The first one is the part I just described
You need to objectively assess whether your scenario is
Interrupting immersion in the game currently developing
As I try to convey the story of this scenario
current quest, or character
It's crucial to assess
Whether you're unintentionally interrupting gameplay by
forcing players to read dialogue boxes
Whether you're enhancing or bothering
The horizontal and vertical expansion of user experience
During an exciting battle, character's growth moment, trading sequence
The horizontal and vertical user experience is
For example, it's about doing more of what one's currently doing
If I want to expand quantitatively
I want to gather more items
And grow characters to deal more damage
Then I'm inclined towards broadening
horizontally in both directions based on my past experiences
Vertical experience refers to contents we haven't been encountered yet
Haven't been playing due to short playtime
Or due to lack of personal skills
It involves gradually gaining the ability to tackle these tasks
And finding great enjoyment in them as play time accumulates
However, you should continuously assess
Whether you are obstructing players in order to progress your story
And through ongoing player testing and gathering feedback from others
Ensure you're not inadvertently blocking players
Secondly, you should think about
How specifically your participation in the is
Making the game more enjoyable due to your scenario
Let's say you are participating in a RPG project
It can be collectible RPG, an idle game or strategy sim
There are various genres of games that could fall under this category
The upmost important factor is that
The quality and completeness of the scenario comes after this
An analysis of the preferences and tastes of users
Who enjoy and willingly pay for games
In the genre of the game which you are currently developing
Should be conducted
Do you remember the scenarios of games like PUBG, Clash Royale?
So, those games were not poorly made
Or created without scenarios
They were just made like a well made gourmet dish by a seasoned chef
Who meticulously understood the genre's characteristics
They incorporated just the right amount of story and scenarios
That players would enjoy
Delivering exactly the kind of entertainment they desired
Writing such compelling stories is an essential thing in the first place
What should come first is understanding the genre of the game
then adding the preferences of users who like this genre
And finally incorporating the distinctive systems of the game
I believe that writing a story that effectively utilizes
These three elements is the most crucial key point
The next consideration would be to think about
What we might lose in our project
Due to the game scenarios I'm writing
You might think there's nothing to lose
What matters is the effort you put into
But, to develop and narrative driven stories
Typically seen in other genres
Substantial development budget, extensive development time, manpower, and equipment are usually required
You should know this
So, to clarify, it takes a continuous investment of
Development budget to deliver narratives
Let's say I am a game character
I'm having this conversation with you right now
Having conversations like this in a studio setting
We are uncertain in terms of importance but
The money to make motions used in conversation like this
Can be spent to make another skill motion and users might like it better
Motions like swinging like this and like that, and adding footwork like this
So, game scenarios are
As proficiency grows, it can help save development costs
Or utilize existing game development resources
Especially enhancing the utility value of graphic resources
For example, especially from the late 1990s to the early 2000s.
During that time, many Japanese games managed
To save on development costs and resource usage
While still delivering compelling narrative direction
The game that comes to mind is Farland Tactics 2
When playing that game, my feeling was
Firstly, the storytelling itself is engaging and enjoyable
Let's consider adapting this
To a mass produced smartphone RPG
It can certainly be implemented
With just dialogue boxes, character dialogues, and animations, along with reusable maps
Implementation is feasible
Even if the map from 8 years ago is identical to the current one
And the monsters are similar, it shouldn't be a significant issue
However, from the users' perspective
They might react like, "Oh, they reused this?
Usually, when a test is difficult, the difficulty changes, so it's not like they reused resources
Following the scenario flow naturally led to revisiting familiar maps
Reducing reluctance
And enhancing the utility of game resources, as I mentioned earlier
One map was reduced characters were simplified
Monsters development costs were reduced
You need to approach game scenarios with a greater sensitivity
Towards time and money, like this, focusing on how they impact both
Lastly, the fourth point to consider is
How much the game has become more enjoyable due to the game scenario
So, regarding the second point we discussed earlier
How the game becomes more enjoyable because of my scenario
we should consider
whether the scenario has extended the gameplay cycle
Or aligned with current trends
To stimulate more success
And does it have elements that can be leveraged in marketing to appeal
And boost popularity from the start
I think we should consider these aspects together
Therefore, as I continue to develop games
And reflect on my past experiences in game development
These four points I mentioned earlier
Are essential aspects that one needs to learn and acquire
While working in a game company, starting a game startup
Or participating in game club activities
To write compelling game scenarios
You'll find them more impactful and resonant through experience
Is my scenario not disrupting immersion in the game?
What aspects of the game are made more enjoyable because of my scenario?
What might be lost due to my scenario?
How much more enjoyable does it become because of my scenario?
These factors that need to be consistently checked and improved
Through practical experience
Fundamentally, the requirements for a game story and scenario writer
Are another aspect to consider
How much knowledge
Do you have across various fields
How many stories do you have
That can be adapted into game scenarios
In a metaphorical sense, I feel like they are the paints for drawings
That could involve humanities, natural sciences
History and likely many more fields
So, there are four books I would like to recommend
These are books that serve as compass points
Not only for making game scenarios
But also for game planning in general
The first one is Carl Sagan's book Cosmos
This book takes you through
how the universe was born, how Earth was formed as a result
and how life could emerge on Earth
It explores how humanity discovered and understood things
Revealing the journey of experiences and awakening
That led to our understanding
So, when it comes to game scenarios
we often start with the classic tale of
In the beginning, there were angels and demons
Please stop
Angels and demons have already fought way too much
I believe having a solid foundation in creativity is
Essential to generating interesting content thereafter
The second book is Richard Dawkins' The Selfish Gene
If the first book explains how the universe came to be
why it exists and how the solar system
And Earth formed
The Selfish Gene specifically explains
How organisms are born and evolved
Including how humans
Homo sapiens, came to be
The next book that follows in my opinion
should be Yuval Noah Harari's Sapiens A Brief History of Humankind
That book explores how humans have built civilizations and lived throughout history
It reveals just that to us
Finally, Jared Diamond's Guns, Germs, and Steel
After 15th, 14th century,
The world history was lead by European countries
Early civilization wasn't like this
But now, the US and European countries are being the big boys
That's how the story lines up
So if you read these four books
No matter what genre of game scenario you write
You'll have a standard to follow
The way you are going to unfold the story
Doesn't matter whether it's RPG, fantasy, sci-fi, or zombie themed
How to establish a solid foundation
Based on a set of standards
I believe you will be able to come up with these standards
for those watching this video
And considering writing game scenarios
It might be time to move beyond stories of elves and knights fighting dragons
We've seen enough
How many dragons have been sacrificed?
How many adventures have you been on
Instead, by reading excellent books that can become the foundation for your imagination
You'll be able to write unique stories that others might not think of
This will enable you to write pieces that are recognized for their higher value
That will become the paint for your palette
Don't rely on summarized versions on platforms like YouTube
Short clips on YouTube, memes or blog posts
Are good mediums for quick and efficient information and knowledge intake
As scenario writers, while quick access
To information and knowledge is important
But enlightenment is more important
It's more important to gain insight
About how an author felt and what they learned
Leading them to express it in text
I hope you can prepare a palette with a variety of colors
Next, you'll need a brush
What good is having paint if you don't use it to create something? You need to start painting
This part actually relates to writing ability and literacy
It's truly surprising
nowadays, not only are there mass-produced smartphone games in our country
but also a variety of great games like Dave the Diver, P's Lies
And recently released Stella Blade
You might wonder if these are really made in our country
Games with Impressive narrative and production
Are continually being introduced
But the actual surprising point is that
It's truly heartbreaking when beautifully directed scenes
stunning visuals, and cool characters are marred
By poorly written dialogue
I'm not saying this just because I studied Korean literature
Fundamentally, it's about the power to construct sentences
When there is a lack of ability to effectively drive the narrative
Trying to rely solely on extensive knowledge and information can be problematic
It feels like these writings are jumping out and shooting up towards the sky
Therefore, for this aspect, it's beneficial to refer to the works of authors like Park Wan-seo
There are many books in pure literature that gracefully
And beautifully articulate the nuances of the Korean language without awkwardness
Additionally, poetry also offers a wealth of good examples that
Showcase how to use language effectively
While exploring these works
You can also look into how to enhance your own writing skills
So, it's essential that these three aspects are balanced
As I mentioned at the beginning
There are four key elements that I need to carefully check
While progressing through the game project
On one side, I have a wealth of materials from various fields
Such as humanities science, and history
Which can be subjects and ingredients for creating a compelling scenario
These pieces of knowledge can become excellent paints
And to express them effectively, strong writing skills are necessary
And I told you that is our brush
Lastly, what I would like to say is
That there is one more variable to consider
And It's age
Last year, Slam Dunk, The First Slam Dunk was a huge success
and an interview with the author, Takehiko Inoue, comes to mind
They ask him
If he Can publish further stories
Such as they are curious about the sequel or Baekho's story
The author said
That he cannot continue
Because right now, he feels too old to have the qualifications
To draw the youthful passion, innocence, dreams
and aspirations of high school students
I'll be turning 50 next year myself
I really agree to that
Each age group has certain stories that can really capture the essence of the story
Those of you listening to this lecture right now are preparing for employment
Most of you listening are young
Either in your twenties or early thirties
Full of youthful vigor, dreams, and passions that are not easily subdued
In other words, it means you can sincerely dig into a much broader range of subjects
The topics we love, which can even be seen as the themes that touch our hearts
Dreams, love, hope, courage, equality, human rights, and so on
Stories that, when heard, may evoke awkwardness from some, but are universally loved by everyone
It can be said that the age when one can write most sincerely and diligently is often
When one's expertise isn't fully formed yet
Those who are still building their experience and skills
So, it's better to write more, play more good games
And ponder more while you're young, even if it's just a little bit every day
That's why people play games to enjoy them before another day passes
And they get a day older
While movies and music can be comforting
Or uplifting during sad times, providing a mood change
Games often don't have such thing
People just want games that bring joy, happiness, and fun
Gamers themselves have played a significant role
In growing the industry into a larger entity
When you combine the entire market size of movies and music
It still doesn't come close to the size of the gaming industry
Did you know that? It's how big the gaming industry is
It has never been smaller
It's only getting bigger
Because there is continuous and relentless advancement
In both software and hardware technologies
No one knows for certain which games
Using which technologies and formats will gain popularity
Like how Pokémon GO leveraged AR technology
The integration of revolutionary technologies such as AI and big data
Into games in the metaverse and the Fourth Industrial Revolution era
Holds immense potential for creating incredibly enjoyable games
Imagining how these technologies could enhance gameplay is challenging
And it will captivate our expectations within those contents
But what truly matters is the narratives
AI may defeat a top Go player like Lee Sedol in the game of Baduk
But they don't have life
They have never fallen in love
Therefore, as narratives become increasingly central in content
Whether in games or movies
it seems we're moving towards an era
Where the personal narratives of writers are becoming more important
Not only celebrities who are currently being exposed for past school violence but
but also how a writer's life experiences shape their ability to convey such emotions
and excitement through their scenarios
Are becoming increasingly important
So, it would be great if you could start as soon as possible, even just a little bit
Just like I told you
Understand the characteristics of game scenarios and general scenarios well
Build a solid intellectual foundation in my mind, create a well stocked library of ideas
And if you express these contents
In an engaging way with strong writing skills
Combined with the energy of youth
You can become a great game designer capable of writing
Excellent and enjoyable game scenarios
That concludes my lecture
I hope to have the opportunity to come back with another great lecture next time
Thank you for watching and listening
Role and Differences Between Game Scenario and General Scenario Webtoons and web novels scenario Plays an absolute role in its success No significant difference in production costs based on genre
Movies and TV series scenario In terms of box office success is relatively significant The scenario directly translates into production costs Production costs vary significantly depending on the genre and the cast
Game scenario The scenario does not act as an absolute determinant of box office success Focusing on gameplay rather than story centric elements is crucial and requires thoughtful consideration
Requirements and considerations when writing a game scenario include Considerations for game scenario Does the scenario disrupt the immersion of the game? Continuous monitoring and feedback on user experience expansion are necessary
What aspects become more engaging due to the scenario? Sufficient understanding of the game's genre, platform, target audience, etc., is needed What might be lost due to the scenario?
Considerations regarding development costs and timeframe for the project are necessary How much does the game become more enjoyable due to the scenario? Sufficient reflection on the value and fun elements brought about by the scenario is needed
Basic requirements of a game scenario Building diverse background knowledge applicable to scenario material Ability to express various background knowledge in writing is necessary