Task 3 – Cutscene.

Story Board
Steps
1: The camera is looking out of the time machine which is full of smoke, to the right their is a building.
2: the camera goes down a ally
3: it goes towards the street looking around the ally.
4: The camera is going down the street
5: it does a slow, motion spin of the street
6: goes back down the street
7: Back towards the ally
8: Reads the poster

Key
C = Where the camera is
Pink line = Where the camera is going



2D unity basic Level design
I wanted quite a basic level design but I also wanted a cut scene which had quite a bit of detail within the building. I first began by creating some assets, the first asset I created was the time machine. I created this in blender, The second asset is the broken down, bad looking, destroyed car. This car is apart of an other asset which is a car although I didn't want to have a completed car in the scene and wanted something more incomplete to add more tense to the scene. I did this by using an early stage of the car which includes no wheel or headlights with a dint in the side of it. I created the buildings and added different textures from the site http://www.textures.com/browse/bare/356.
Below you can see images of the basic level and how I created my assets. 

Level







Time Machine

Car
 

Cut scene
I created the cut scene by firstly getting someone to record the script I created in Task 2. I recorded and edited the voice record on audacity which I then exported and saved as a MP3. Afterwards i recorded the scene by using bandicam and edited both the video and voice recording together. I used some effects such as slow motion and blue when he was spinning around the town to give the cut scene more of a bigger tensed effect. Once Done I exported it and uploaded it to youtube. Here is the final video;









Task 2 – Script and Narrative Development.


Map



Script:
*Smoke everywhere*
- Andy steps out of the smoke and looks back at the time machine-
Andy - "Sam? Are You okay?." 
Sam-  *Cough*
Andy- "That was a loud crash, I hope we haven't caused any Disruption...IF the time machine has worked. "

- Walks more out of the smoke and looks up.-
Andy- "Where am i? What year is this? "*
*Cough*
"Hello? Is anybody here"
"Anybody?!" 

Sam- "Sam?" 
-Andy has another look around, faster.-

Sam: "Sam?" - slightly louder.

-Camera spins much faster-

Sam: "Its broke. The... The time machine is broken."
Sam:"Is everything okay outside? I think we may be here for a quite a while"

-Everything goes to a sudden stop. It's silent.- 

Sam: "An-"
-Andy spots the poster on the wall.-

Andy: "Wait Sam. Ive found something, What is it? ."
- He walks towards the wall, Looking around him and looking back.-
-When he gets to to the wall there is a poster saying Vote Vlad or suffer Polo.-

Andy: *whispers* "Suffer Crobs? " 
Andy:Louder "Vote vlad? I know him, he used to work next room to mine. He was so quite.  -Pause- No it cant be him doing this."
*Takes a look back at everything.*
Andy: "Why would you make everyone suffer like this? Why is HE doing this?."
Andy: "Sam you are right, We are going to be here a while. We have a lot to do.."

Task 1 – Game Story Development

Story
It’s July 2016 and thousands of people are dying from a disease called crobs, Andy who is aetiology has been studying this disease for over a year and there is no conclusion on what is causing this disease and where it is coming from. The disease is getting more and more contagious and Andy knows before any aetiology finds the cure, millions and thousands of people will be dead. He goes home and thinks about how his friend Sam the scientist has been working on a way to see and travel to the future. If he can somehow get to the future he can find the cure he so much wants before the contagious crobs gets him then there is chance of survival.  Sam and Andy work for months on end till the time travel machine is somewhat completed. They climb in the machine and turn the handle to 2030. Black smoke is everywhere and all Andy can hear is Sam coughing. Where is he? He pushes open the door which makes the most cringe, loud screeching noise, hoping he hasn't cached attention of any local people, any robots walking and doing the grocery or whatever it may be. He takes one large step out and starts to waft the smoke out of his face only revealing a broken down town. No flying cars, No people, No robots.  Nothing.  All he can see is a houses, well almost 'houses' if half building count as a house. Buildings are knocked down, have holes in. There’s rubbish everywhere, blood on the streets. Nothing but misery old buildings, rubbish and the depressing town however one thing catches his attention, there is a poster on one of the buildings saying Vote Vlad or suffer crobs. Who is Vlad and why is He making people suffer? Is he the one doing this?

backstory's
Vlad Is a young, quite man. He usually keeps himself to himself, His work is his main priority seen as he has nothing else in his life. When he was little his mother suffered an illness which she couldn't cope with and got his father to help her commit suicide. This led to his farther being arrested and being done for murder, even though that wasn't the case. Vlad was then put in many different children homes throughout his life, Never knowing the exactly what was wrong with his mother. This gave him inspiration to study diseases and initially put a stop to illnesses. However throughout his life, nothing has gone right. Everyone has left him over some excuse. Vlad couldn't handle it anymore and ended up making a disease called Crobs. Crobs is a disease which is viral by blood, all he has to do is prick someone with this blood and they will get several symptoms starting with dizziness, nausea, lack of fatigue and eventually they won’t have the energy to move. His plan is to spread the illness until people are begging to be with him, begging him for help. He wants everyone to want him and crobs is the way.

Setting 
The town is dark, gloomy and empty. The houses have parts of windows missing, cracks in the roads. It isn't a pleasant place to be in. The cars are broke down and there is no sight of happiness or laughter anywhere.

Characters
Player character/Protagonist: Andy
Andy is a 30 year old aetiology who studies diseases. In 2016 there is a massive outbreak from a disease called crobs. Crobs Happened suddenly and the only reasonable conclusion they have about crobs is that it is travelling through water or blood which makes it highly contagious.


Antagonist: Vlad

Vlad in 2016 would have been the same age as Andy (30). He worked in the same field as Andy but was quieter and kept things to himself; this was never a worry because Vlad was always polite and amazingly smart at analyzing certain diseases. Although when Andy goes to the future, everything is destroyed and the only thing which present anything human is a poser with Vlad all over it saying 'Vote Vlad or suffer with crobs'.

Side kick: Sam
Sam is a scientists, he likes trying to complete the impossible. And as soon as he nearly finishes a time machine that nobody has ever succeeded before, Andy is too impatient to wait. Sam has always been into comics and has always wanted to be like a super hero and leave his mark on the earth. Which better way than inventing the first time machine and saving the world from a contagious, killing disease? Although Sam deep down knows that the time machine has potential to some faults and isn't 110% completed and tested. He just wants to be there for his best friend Andy even if that means risking his life, the machine and everything else which could be altered just by making the tiniest mistake.

Task 5 – Interactive Story and Writing Strategies

Interactive story elements are used to help get the player invested and involved within the game’s story, to create this there is a lot of writing strategies. Here are a few examples of how the games industry uses these story elements;

Cinematics (Trailer)
A cinematic Trailer is basically a preview of an upcoming film or video game. It’s an advertisement to help attract their target audience and this usually involves having to over exaggerate the film or trailer. For example, Grand theft auto with their previous games knew that their audience loved the violence, humour and how open their game was. So in their new grand theft auto V trailer the games industry knew that's what their target audience would be looking for/expecting with the new grand theft auto. In the trailer (which is shown below) you can easily tell just within a minute of watching, the new grand theft auto is full of action, comedy, violence and rude language. This makes the trailer effective because the trailer is emphasising on the fact their target audience loves games which involves the action, violence and so on Making it more eye-catching to their target audience, making their story line look more interesting. 
For instance the video game starts with the characters interacting and talking to each other, they talk about how he needs help and how their crazy friend comes to visit and starts banging their head which then the trailer cuts to a lot of action such as robbing banks, blowing up and so on. This already shows that the game is going to have an unusual, funny, criminal story line within 30 seconds of the trailer. This would have already grabbed attention off most of the audience watching.





Cut scene
Cut scenes are basically where the player cannot do anything and have to watch a small clip of the video game events. This typically happens as a form of an introduction or when the player has completed part of the game. Many computer games involve a cut scene such as super smash bros, Tekken and final fantasy. 
Cut scenes are usually used to progress part of the story in the game or to reward the player for example in Mario once you have completed one of the levels then Mario does a 'mini' cut scene and goes into the level. Cut scenes usually removes control from the player, when a cut scene starts then the player cannot personally move the character. It is left to the cinematic cut-scene. Cut scene are beneficial to the story line because it is a good way to break up the game to the story for instance say if a game had too much action and their wasn't enough interaction with the world/characters then the story wouldn't be noticeable or as interesting because the player will be more focused in the action. But a cut scene is an easy way to split this up, it makes the player get involved in the cut scene and typically have to watch the cinematic which will help link the game play and the story.





Triggered Event
Triggered event is usually when the player is playing a game and during the game they interact with a character or an object which then triggers an event such as cut scene or dialog. Examples of games which have a triggered even are Half- life, Gears of war and resident evil 4. For instance in Half- Life interacting with another character will trigger a dialog. 
Triggered events are used to tell their narrative in a different way (Not just using a cut scene) or used to make the player more interested in the story/More entertained within the game. 
Triggered events happen when they are triggered which usually helps the story move forward and carry on. Although some games can use a triggered event to make the story line more tensed for instance using a triggered event when a boss is introduced into the level.





Player Control (How player control has helped story telling)
Player control is when the player has control changing the story. Examples of this include Fable, tell-tale games, bio shock and knights of the old republic. A tell-tale game which includes the player making their own decisions which will then overall in a different story-line is the walking dead. While playing the walking dead season you have your own choices on who you want to save and what you want to do. For example you get given a set off choices on what you can reply with in a conversation to a character or you have a choice if you want to kill or let a person live. For instance, when I played the walking dead season 1 i did choices such as saving a boy instead of a man, suspecting certain people and so on. This changes the story because the characters 'remember' if you help them or not so at the end of the story, the ones you have helped will help you while the ones who dislike you will leave you and vice versa. You get to choose if you want to be good or bad. And each decision changes the story line. I personally like these games because it gives the player the decision on what sort of character they want to be which makes it a lot more personal and effective. For example if you make a good decision then you feel proud of yourself for knowing that you made the best decision while if you make a bad decision it makes you think about what you could of done different to change the outcome.




Character Customization
Character customization can tell a lot of the story for example in world of war craft. The character customization is a lot different than the Sims customization. For instance world of war craft characters include customizing elves, Titans, dragonkins and a lot more. While Sims customization allows there players to customize their characters as realistic as possible for example changing body size, facial hair, hair, eyes, cheeks, face. 
On Sims, you design your own family and try your best to get the most realistic human. This customization already shows that the game is going to be realistic, family orientated etc. While World of war craft as insane looking lives etc. so it’s hard to imagine that the story line of the game is going to be realistic and based in a city. You can easily tell that the game is going to be more fantasy and 'unique' instead of an ordinary human life. Overall, a character tells a lot about the story so being able to customize your character as an element creates a new opening and an example of what the story line is going to be for example if the character customization is going to include clothing such as metal helmets, shields, Armour and so on. It is then easy to know that the character needs the Armour so it must include some sort of violence.








Links
http://www.gamestudies.org/0101/juul-gts/
http://whatculture.com/gaming/20-best-gaming-cutscenes-ever
https://en.wikipedia.org/wiki/Scripted_sequence
https://www.youtube.com/watch?v=w8G9TviuM1s
https://www.youtube.com/watch?v=2qozpQkUDFQ
https://www.youtube.com/watch?v=1Mz5UZDuC64
https://www.youtube.com/watch?v=sFJN11R6mc0

Task 4 – Emotion

In video games, each character usually portrays an emotion. Just like in real life, there is all ways a happy person, hopeful person and an angry person etc. I am going to explain and show several examples on how the emotion off a character can change the story line.

Happiness
One of the main characters which portrays that they are happy is Mario. The story line off Mario is basically how Mario has to save princess peach and he does this by going through a lot of obstacles and defeating enemy's. Although he always looks happy, this obviously doesn't make the story line as tensed as it should be. Mario looks happy by always smiling and looking excited to be going down into pipes or jumping on his enemy's. Another character from the Mario video game which portrays an emotion that they are always happy is Yoshi. Yoshi is one of Mario's 'sidekicks/collectibles' and when Mario finds Yoshi, Yoshi looks proud to help him and which I personally think brightens up the game.

Vengeance
Vengeance is when a character inflects punishment when someone has done something wrong (Someone wanting revenge). An example off video game characters which have a mention of vengeance is Kazuya Mishima and Kratos from god off war. Kazuya Mishima has vengeance on his father because his father threw him off a cliff to test his strength and his ability to climb back up the mountain although Kazuya made a deal with the devil that he will murder his farther. This changes the story line because Kazuya enters Tekken's tournament with the devil gene, making him a harder contestant and giving the story line a more interesting and tensed effect.

Fear

Fear is an unpleasant emotion but is one of the most popular emotions within the games industry. Having danger/Threats of danger in the game or simply having violence creates an emotion of fear. Characters that have fear in video games may include the player from out of silent hill, calling or Saw the video game. All these games have a main character that shows the emotion fear. For example in calling, it allows the players to 'ring' the characters in the game, the characters in the game which are ghost. These ghost torment a girl and bring her to several locations, she then has to find out what is happening just by interacting with the game around her. If something frightens the girl then she gets too scared to do certain things which show she fears the characters in the game. When I was personally playing this game I realized that when the player feared something, I was more scared to go near that certain thing.

Anger
Anger is usually when someone is feeling annoyed or have some sense of displeasure. Anger is one of the main emotions which are in video games. For instance Bowser out of Mario seems to always be angry; He captured the princess and competes with Mario to conquer the kingdom. Another character that shows the emotion anger is the hulk. The hulk is popular because he struggles to control his anger and once he gets angry he smashes a lot which is a prime example of how emotions can be exaggerated to make the story line a lot more interesting.



Perseverance
Perseverance is where someone basically gets knocked down but doesn’t give up. An example of a character that shows perseverance is Kazuya Mishima. The reason I am using Kazuya as an example is because Kazuya was disowned by his own dad, He threw him of a cliff because he thought he was weak. The only way his dad thought Kazuya would come back up the cliff is if he was strong enough - which he didn't believe. Instead of Kazuya giving up, he had perseverance and got help from the devil to help defeat his farther. He didn't give up. Having a character that shows Perseverance inspires the player and they act like some sort of 'role model', giving them more off a reason to not give up on the character or the story line. An example off a game which shows a lot of perseverance is Dark souls. The character doesn’t show much perseverance even though to complete the game and to be successful the character must die over and over again to learn from the mistakes because of how difficult the game is set to be. So even-though the character itself doesn’t show any emotion of perseverance the player them self-have been taught not give up and to compete the task. Other examples of perseverance may include Mass effect and master chief.






Heroism
Heroism is usually when the character feels great bravery, this is usually most protagonists. Although some examples off a character in a video game who have had the emotion of heroism is Marcus Fenix out of gears of war because he saves an enormous amount off lives, which obviously acquires great bravery or spyro who shows courage and bravery by fighting a lot of challenges to defeat the evil Nasty Gnorc so overall heroism is someone who goes out of their way to help save other people. This makes the player feel more attached and safe with the protagonist for instance if the protagonist is saving other characters then the player is going to know that the protagonist is brave, loyal and caring which helps open up a lot of the story.  
Valour

Valour is really similar to heroism although valour is when they are bold and show determination in great danger or in a battle. Example of someone who has valour in a video game is Lara Croft, she ventures into ancient, hazardous tombs and ruins around the world, running into dangerous areas/dangerous people trying to help people on island. For instance in the new tomb raider, Lara goes to extreme lengths to save others on the island. Even though valour is similar to heroism it gives the story line a slightly different effect. For example heroism shows someone is heroic and saves people while valour are not as heroic but will show determination while in great danger to protect them self and others.


Hope
Hope is when someone has the desire to do something and doesn’t give up when I think of a video game character that has hope. I automatically think of Lara croft and Mario. Mario Is always fighting his enemy's and having to explore a lot while facing a lot of danger and obstetrical just to get to bowser who he then has to compete to get princess peach. Although very time he does this, bowser still runs away with princess peach however he doesn’t give up and has a lot of hope that he is going to be with his princess and carry's on chasing bowser and going through the obstetrical again. Lara croft shows the emotion hope when she is surrounded on the island and loses most of her friends who was on the same boat before everything went wrong. She has hope that she can find and save her friends and get off the island which shows a lot of difficulties but Lara never gives up the hope that they will live. Hope creates a story line which involves the player in feeling more inspired that the story line may finish successfully with a happy ending.


Competitiveness
Competitiveness is usually what the characters out of fighting games feel Such as in tekken the characters will feel competitiveness for instance Jin Kazama. Having someone who shows the emotion competitive it sorts of rubs off on the player. For example the player will feel more competitive because they can tell that their character has the emotion off wanting to succeed in the tournament which motivates the player to do well.







Links
https://en.wikipedia.org/wiki/Kazuya_Mishima
http://nukoda.com/news/wii-exclusive-survival-horror-game-calling-announced/
http://nina-x-kazuya.deviantart.com/gallery/42277703/Tekken-Blood-Vengeance
http://fantendo.wikia.com/wiki/Mario
http://monster.wikia.com/wiki/Bowser
http://tekken.wikia.com/wiki/Kazuya_Mishima/Gallery
http://www.darkspyro.net/guidebook/Gnasty_Gnorc
http://www.forbes.com/forbes/welcome/
http://moviepilot.com/posts/1519683

Task 3 – Representation

There is a lot off stereotypes in video games stories such as the hero/Heroine, the sidekicks, antagonist and the collectables within the game.

For example it isn't new to hear about how video games are slightly sexist. When you think off a hero you automatically picture a big, strong, brave, courage’s man, someone who is strong enough to take bullets, someone who is wearing tough, bold armour.  For example Marcus Fenix out of gears off wall is a huge man who wears big, tough armour all over his body. Or Jim Rayners from the star wars series, His outfit is yet again basically rough, hard, armour...You can tell how protective his clothing is just by a quick glance. 
One more example of a hero is Dovahkiin from Skyrim. He may not be wearing huge armour like Marcus Fenix but you can easily see how impressive his body/character is, His clothing may be thin but his big muscles which gives a 'protective', 'fierce' appearance which every hero is stereotyped to be.
 Video games try their best to make their hero look their part, a hero is someone who is brave and strong and up to now every hero within a video game plays their visual part amazingly. However, when thinking off a heroine which is a female hero/protagonist-video games give their female characters the opposite appearance.
Video games stereotypically give their heroine hardly any clothing compared to the heroes. For example Female characters wear clothing’s such as low cut tops, shorts/low cut pants and usually have bare arms. In fact 41% off all females in video games are big busted and are dressed so the main attention is brought to their body because their clothing usually emphasizes their breast which creates an attention off sexuality. In fact, the heroine in video games who do have low cut clothing’s are still rated E which means young males are able to play these games. The reason girls are stereotyped this way is usually because they bring more attention from males which again it is stereotyped that males play more video games than girls however 52% of games are girls. Having big breasts, low cut clothing is considered more eye-catching due to their sex appeal. 
Although the same can be for heroes, not every hero does wear armour. Some are dressed to be eye-catching towards female players as well such as Kratos who doesn’t wear armour but has a 6 pack which is considered attractive or maxi from soul calibur who yet again isn’t wearing armour etc. and is wearing revealing clothing. Examples of heroines who wears un-cut clothing includes Jennifer Tate from Primal, she wears a revealing black outfit. Nariko from heavenly sword is another example of how females wear little-nothing with their clothing’s. The last and most popular example off a heroine who wears 'sexy', 'low-cut', flattering clothing is Lara Croft from tomb raider. She is one of the most popular heroines within the video game industry, her outfit usually involves her bare arms and legs and she also has a thin figure as well as a big bust. 

So overall a protagonist is usually a man because they are seen as more dominant, brave, bad-ass, heroic, daring and strong. And even though females are becoming more popular as a protagonist, stereotypes are still strongly involved.





The sidekicks and Collect able also have some sort of stereotype about them in the games industry. For example when thinking off a side kick you think off someone who helps the main character, someone who is a close campaign. The most popular sidekicks include Rush from mega series who is loveable, loyal and is helpful. Another example of a sidekick is Navi from the legend of Zelda who was also necessary to the game due to how helpful Navi was and another example is Caratana from Halo who goes above and beyond to help and give advice to the player. 
From the examples which I have listed you can tell that having a side kick in video games is really popular and important, which was first inspired by comic books. A side kick isn't someone who is main attention in the game but is also one of the most important characters in the game, they let the player get close to their 'campaign' which gives it more of a personal and emotional feeling towards the side kick. Sidekicks can be small, large, robot - Anything. A side kick just plays a huge role in the story telling while being loyal, fearful and giving help/advice. 

An antagonist is usually the 'bad' guy. They stereotypically hate the protagonist, Are ugly, insane, criminal, dangerous, scary, powerful and controlling. So basically an Antagonist is the complete opposite to the protagonist but obviously stereotypes are still included for example, Just like the protagonist the most popular stereotype is that antagonist are male. Doctor Neo Cortex from Crash Bandicoot fits the stereotypes pretty well for instance; Doctor Neo Cortex is mad, weird looking and is male for instance Wheatley from Portal 2 who is basically a homicide maniac robot Or Wario from super Mario who is a male, ugly and insane. There is a lot more antagonist but just from the few I have mentioned you can tell that the antagonist have been stereotyped as much as the sidekicks, protagonist and so on.



Links
http://www.gamesradar.com/top-100-video-game-heroes/
http://www.uky.edu/~dlowe2/documents/4.BeasleyStandley2002GenderRoleStereotypinginVid.pdf
http://www.escapistmagazine.com/forums/read/18.277137-Why-Do-Video-Game-Females-Almost-Never-Wear-Practical-Armor
http://www.deviantart.com/tag/nariko
http://mcgarrybowen.co.uk/icons-are-better-55-lara-croft/
http://deadliestfiction.wikia.com/wiki/User_blog:SevenArrows/Commander_Shepard_vs._Marcus_Fenix
https://forums.spacebattles.com/threads/dragonborn-vs-scp-682.258997/
http://www.dorkly.com/post/49357/the-greatest-videogame-sidekick-of-all-time/page:3
http://www.dorkly.com/post/49357/the-greatest-videogame-sidekick-of-all-time/page:3
http://www.gamesradar.com/top-100-villains-video-games/

Task 2 – Storytelling within Genre’s

Each different genre has a different way of telling its story and how it accommodates its game play type. For example below there is a list of different video game genres and I am going to explain each genres differences and what it does to tell its own story.

First Person Shooter (FPS)
A first person shooter is usually an action genre where the player is playing the game from protagonist point of view. For instance the Halo franchises, Call of Duty, Border lands, Far cry are all in a first person point of view. So the narrative of a first person game is usually done by the player seeing and hearing exactly what the protagonist hears. So the story will be told as if it’s directly being told to the player for instance the protagonist will be refereed as 'I'. This allows the player to be able to share the same opinions, thoughts and emotions as the protagonist does although some first person shooters will switch over the narrator.



In this video at 8:28 you are able to see that the camera is placed basically where the characters head will be so you are seeing what they see. As the character looks around, you are able to see exactly what their eyes will be seeing. For instance if something is behind you or next to you, you have to turn to see what is there- Just exactly like people do when moving their head.



Third Person Shooter (TPS)

Third person shooter is a game which is structured around shooting however the biggest difference between first person shooter and third person shooter is that in third person shooter you are able to see the protagonist on screen because the third person shooter usually has a perspective off being behind the characters back or over the shoulder. 
An example of a third person shooter game is Grand theft auto, Dead space, Gears of war 2 and Uncharted.  As you can see in the image to the right it is showing the protagonist out of grand theft auto, the camera angle is set so you can see over the protagonist shoulder although the angle may change throughout the game. However the protagonist is not the narrator of the story like in the first person shooter, He is more of an object observer which shows the player the story and help share thoughts and feelings. For instance In first person shooter the story is mostly being told as if the player is the character by using words such as 'I' although In third person shooter the player isn't seeing 'through' the protagonist eyes and is more 'observing' the character by looking over the shoulder, although It still gives a similar effect that the player is still seeing and being the protagonist just like in the first person shooter video games. Although it doesn't give the player an personal connection with the protagonist like the first person shooter does for example in first person shooter the player basically gets to know the protagonist extremely well because the player is seeing what they see and feeling what they feel providing the opportunity to feel more sympathy/emotion towards the character.




In the video above at 8:45 you can see how the camera angle is set when the character is moving and walking. The main difference you can see from the FPS is that you are seeing your protagonist and not what they are seeing. For example you see your character moving, talking, and jumping etc. while in FPS you don’t see your character doing that.

Role playing Game (RPG)

RPG stands for role playing game. RPG is basically where the player will play a role of a character within a game. For instance a fantasy genre usually uses RPG to tell the story of the video game by interacting with the imaginary worlds allowing the player to access and interact with a lot off assets and features included within the world, while still playing the roll off the character. 
 Role playing game is the most popular modern way to narrate a video game story in the most believable way. In fact RPG's are usually described as 'the story tellers'. For instance RPG has a greater emphasis on their writing skills and has the storytelling ability to tell the story smoothly around the characters role. 
Examples of RPG includes Mass effect 3, fall out 4 and Dark souls.  Most Role playing games tell their story by using a lot of dialog, cut scenes and texts to narrate their story. Although In dark souls the story is mainly told by the world around the character, by dialogues spoken by non-player characters, the detail/description of the items found across the world and from the visual design of the world itself. 
Using these aspects together makes it a lot easier to picture the story due to the amount of detail. In dark souls the player has the opportunity to just flow through the game and its story or the opportunity to explore/interact with the game as much as they possibly want without ruining the narrative, this basically means dark souls allows you to have this freedom. - If you do not want to go deeper into the story then it doesn't force the story upon you although if you do want to interact with the story and get into the story as much as possible, it is up to the player. It won’t force the story on the player and instead gives them a choice. For example some RPG games stop the character in a fight just so the cut scenes can play and narrate the story. Although In dark souls that never happens, they do not stop for cut scenes, the dialogs are short and it is entirely up to the player how in depth the story goes by deciding on how much they want to interact with the world, characters and objects.


The video above at 10:28 there is an example off RPG in the video game Dark souls. As you can see it has a similar camera angle as a TPS but with a further view and a more interactive story (when the video first starts the character is already interacting with the story and the objects.)



Fighting
Fighting games usually tell their story in a different way than the Genres which I have explained above. For example A RPG usually tells there story through dialogue and by interacting with the world around the character although in a fighting genre there isn't much dialogue or interacting with items or objects. Firstly, I am going to explain what a fighting game basically involves and how it is played.

Fighting games such as Tekken, Street fighter and Mortal Kombat are some of the most popular fighting games, which All have a lot of similarities, For instance A fighting game usually involves; A tournament/Arena, Co-Op, Several character- All having different personalities and different appearances. 
With many fighting games it begins with the player choosing the character from several of options, each character will have a different move, look and a different story. Once they have chosen their desired character they will then be entered into a tournament or arena which Is usually a platform the player fights its opponent on (Most fighting games are co-op which allows you to combat with friends) However the platforms are not open area such as RPG and normally have a certain amount of room to move on the platform. I personally think fighting games do this so the player can’t hide/run from the opponent which gives it more of a combat and violent effect within the level. However even though fighting games have a lot of similarities there is also a lot of differences and this is what makes each fighting game storyline unique. For example fighting games are popular for telling their story's through cut scenes, Background/setting and the characters. For example, In tekken's story mode each character has their own personal reason for entering the tournament and competing for the prize which reveals a lot about the background off the character which for obvious reasons Open a lot up for the story line of the game for example knowing the background off the characters makes it a bit more personal so the player understands what the character has been through and why they want to win. After beating the game with each character, an ending cut scene is unlocked and usually one of the endings from each continues the story.  Although in street fighter IV the cut scenes were disappointing and according to IGN Street fighter IV Was so poorly animated and tell you almost nothing about the story or the context for each character's participation in the tournament. Overall To have a good storytelling fighting video game the game has to have an amazing, unique background for all their characters and make it easy/Noticeable so the story line is more satisfying as well as having acceptable cut scenes which are able to tell the player what is happening with story line.  




The video above is Tekken 6's cut scenes which put together creates a 'movie' due to the cut scenes being the main way tekken and many other fighting games tell their story. 


Sport

A sports game is a video game which makes the player much more active than most video games for instance Using wiii sports resorts as an example, the player has to stand up and move with the remote such as when playing Wii sports tennis the player has to move and swing their arms like they are playing tennis in real life. Video games simulate the practice off sports in an entertaining and modern way. However some sports games such as need for speed or fifa, the player doesn't have to move to make the game move. The player can play the game like any usual video games (Sat down). So overall a sport game can emphasize the video game and make the player move such as jogging, swinging, leaning etc. (Wii fit) or a sports game can be played normally by using the analogue on the pad (Fifa). 
Although Sports games have an unusual way off telling their story, compared to the other genres Most sports games are based in an arena, Have boundaries (certain distance to move) or in a stadium so depending on what the sport is the level and characters should be based around the sports. For example Wii Sports have a Tennis match which is based in a tennis court and have Mii characters which the player creates. The characters are then dressed and act like actual tennis competitors for example It would be abnormal going on a sports game and seeing swimmers wearing a bikini playing tennis wouldn't it. So in a small evaluation, sports games base their story, setting, characters around the sport. This makes each sports game unique with a different way to tell the story. 
Using Wii Sports as an example; Wii sports was popular because the player could put their BMI into the game and the character will then be based onto the player. The game would give the player goals to achieve such as going for a jog on the platform or play a tennis match. These will overall make the player much fitter but it also means that this game story is based around the player its self. The character within the game is a mini character off the player. 
However Fifa is the exact opposite off Wii sports. 
Wii sports involve movements and being active while in Fifa you are able to sit down and play the game. Fifa is a sports game based on real life football teams, each football teams is presented so you can see the rating and the player is able to change the positions on the field. Each team have a different statics so this gives a personal effect towards the story line for example a team may be faster at the other team while the other team might have better defence. To create the story line fifa uses small cut scenes for example if you get a red card/warning the game cuts to a scene where the referee is giving the card to the players and the team mates will look disappointed, sighing etc. While if the team wins the cut scene will be victory and the players team will cheer etc. This makes the game look like a realistic football match, giving it a lot more emotion and more of a competition. 
Overall sports tell there story’s by being competitive and trying to put the player in the most realistic environment while doing so.



Above is a game playoff Wii sports, as you can see the mii character is swinging the bat. This only happens when the player themselves is swinging the Wii pad which has a sensor. There is mini cut scenes within the game play which you can see, they are quite basic. But they do surprisingly give an effect of a real life tennis match. For example if you watch tennis on the television, when the player hits the camera is zoomed in and you can hear sighing etc. This game has created a similar cut scene to give a similar effect.


Strategy

A strategy video game is a game which involves a lot off thinking and a game which needs the player’s attention because the player needs to focus on the game to create a plan which will lead to success. The player must plan their actions a lot more carefully than the other genres. Most popular strategy games could be chess, battle field and balloon defence because each of these games have a certain static to win within the game. For example chess is one of the oldest strategy games and is still the most popular, online or by board. To win chess the player must think before moving, think about what is going to happen if they do this move - will it be a good move or a bad move. And this is what most strategy games are like. Although not every strategy game is set from a 'god like view' for instance chess and battle filed pieces more where the player wants them to, they are in control. But there is a game such as Rayman or Saw which is not a genre off strategy but has strategy within the game. For instance, my most favourite video game is Saw due to all off the thinking and focus the game needs to be successful. You need a strategy plan to be able to escape each room. For example in one room there are a lot of manikins which all individually have a different number. If the player goes to a number when it isn't time to go to that number then the player dies. So there is a lot of planning involved such as remembering which number goes first, second and so on. This is what a strategy game does, it makes you think. 
Like I just explained, a game could be a strategy game without have the genre. For instance saw is a survival horror but it more known as a strategy because you have to think to survive Although games with strategy as their main genre such as balloon defence tell their story in a way which the player may have to die/fail a certain amount of time to realize what they are doing wrong. They tell their story through trial and error for instance with balloon defence you are choosing where the monkeys are going to shoot the balloons, this is what the objective off the game is.



As you can see even though this game is in third person shooter, the game involves a lot of moving and thinking. The player has to make a plan before he does an action although this is a survival horror I wanted to give an example that most genres do link together.


Simulation
A simulation game is a game which copy's activities which may happen in real life and is then turned into a form of a video game for example the most popular simulation game is Sims. There is a lot in the Sims franchise although Sims is basically a world which the player creates and controls. Sims city allows the player to build their own houses and buildings as well as making sure the buildings have electricity etc. While Sims 3 allows the player to build their own house or buy their own house, making their own families and then moving their family into the house. They get to make babies, have jobs, get hungry etc. Sims is basically what it is like in real life but in a virtual world. Simulation usually has a lot off freedom with no exact goals in the game and is able to freely control their character. I think Sims allows their player to create their story, the player tells the story. For example in Sims 3 you can either go into a present family and house which is already made or you can create your own family. In the family you can change the personality, their goals and their appearances quite a lot. This creates a base for their story for example if they create a young man who wants to be an athlete their game/story is going to be around that young man training and gaining skills to get the job, to then get a promotion, get married, have kids etc. The player is in control of what happens such as the player could create an evil man who steals and cheats etc. There is a lot to do in a simulation game and the story is usually based around the player and their decisions. However the camera angle plays a huge role in the Sims, for example if the character needs a pee and doesn’t end up going the camera will zoom in on the character and the character will have an accident on the floor. If the character is driving, the camera will zoom out so you can see the city. The player can control the camera angle but for emergency's scenes the camera will make it a lot more dramatic.
As you can see in the video, straight away the player is able to change the character. They have control in near enough everything - what clothing, hair, fabric, eye shape, nose, makeup.


links

http://www.xb1.co.uk/features/borderlands-2-original-reached-ten-million-people-says-pitchford/
https://www.youtube.com/watch?v=nPSyJXf7AQ0
http://www.enotes.com/homework-help/what-advantages-disadvantages-authors-choice-4637
http://www.gamasutra.com/blogs/TomBattey/20140425/216262/Narrative_Design_in_Dark_Souls.php
http://www.gamespot.com/articles/dark-souls-3-interview-it-wouldnt-be-right-to-cont/1100-6432425/ 
https://www.youtube.com/watch?v=1Ygfha3blL8
https://www.youtube.com/watch?v=d74REG039Dk
https://www.youtube.com/watch?v=56WO7N0Qu8c
https://en.wikipedia.org/wiki/Tekken
https://en.wikipedia.org/wiki/Street_Fighter_IV
https://www.youtube.com/watch?v=frL1JicW9j0

https://en.wikipedia.org/wiki/Sports_game
https://en.wikipedia.org/wiki/Wii_Sports_Resort
http://www.videogamer.com/wii/wii_sports/features/article/sports_games_on_the_wii.html
https://www.youtube.com/watch?v=CFgqSekt-SA
https://www.youtube.com/watch?v=C8DTmjx_Yz0
https://www.youtube.com/watch?v=C8DTmjx_Yz0
https://en.wikipedia.org/wiki/Simulation_video_game
https://www.youtube.com/watch?v=l-0UMPsGybI
http://help.ea.com/in/article/specializations-in-simcity-buildit/