Andrew Walsh presented the session posed on the question
'Are game writers witnessing the death of three act structure? Mr. Walsh was alive, full of passionate
self-reflexive humor. His talk was a great postmortem on how layered
interactive storytelling can further game experiences while maintaining their
classical roots. Clearly defending the form forged by Aristotle, he went on
to explain how he used the form in Prince of Persia and how it lent to creating
a next-generation interactive story experience.

In creating his installment in the Prince of Persia series he had set some clear markers for successful storytelling:
- A strong identifiable story.
- A simple playing experience.
- A deep story world.
- Allow the player choice and control.
- Making the characters feel alive.
- Providing a next generation experience.
What is his conceptual tool? "Ondemend storytelling" Just what is it? Andrew went on to explain, "Ondemand storytelling is a story design that allows the player to choose when to access the story and how much of it they want to experience." It is a layer of interactive depth that is available to the player at the designers discretion to give the story hungry player additional content. The Ondemand elements are not required to forward gameplay, they exist to provide depth to the player, in that they allow the player to customize their own experiences. Anyone who has played Gears of War will be familiar with such systems. By holding a button (Y) on a console controller a player can shift focus, shift control, to the game makers, so they (writers/designers) may direct their focus to story points of interest.
Like the tapes in Bioshock
which are available for the player to listen to anywhere, in Harry Potter and the Order of the Phoenix, the
segments are "carpeted" or as Andy refers to it "story carpeted" so that
segments of story are available in certain rooms, missions or levels.
In the end, the answer to his question is no. According to Mr. Walsh, the 3-act
structure is not dead, it's alive with a new depth previously unseen in linear
media experiences. Andrew was clearly successful in his aim. Prince of
"If you use a cutscene you are not a leper." -Andrew Walsh




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