That is a good point. From a creative writing point of view there is
only so much a person can do to formulate a story that a game may or may
not be based on. The typical hero's journey or quest type of story is
only one example of a plot that story writers use from anything like
King Arther to Star Wars. They all follow the basic plot of the hero is
hidden away as a child for his/her protection, grows up to discover he
or she is the child of x, he/she must train to become a great warrior or
sage, is given a gift like a magic sword or light saber, and then goes
off too fulfill his or her destiny in heroic fashion. Regardless if the
story takes place in England or in outer space the basic plot is
identical, and follows the same common pattern.
When it comes to games they too follow a typical pattern. Almost every
treasure hunting game I've played from Pitfall to Tomb Raider there are
some common elements to deal with. Traps like spikes, boulders, fire
pits, lava pits, chasms, whatever are so common you can pretty much pick
up any treasure hunting game and find them there. About the only thing
that really changes is the name of the game, names of the characters
involved, slightly different objectives, and of course people created
their own level designs and layouts. However, beneath all that the games
Ryan Strunk wrote:
Right on. There are only 38 basic plots and 5 basic conflicts. There's bound
to be plenty of overlap.
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.