The play is a literary form that comes down to us from Ancient Greece intended for performance. Used as a production tool to create a perceived story space on stage, it consists of characters, dialog, action, and setting. It is a form that was adapted for motion pictures then called the "screenplay". While not particularly different than its stage play ancestor, the screenplay is intended for use on linear theatrical productions such as film and television. I chose to adapt it to games for purposes of strengthening game story. While games have their design documentation, often a 'bible' of information or a presentation intended to communicate a cohesive vision, the screenplay acts as a method to create a common story vision among widely disparate development pipelines within game development, with the aim of creating a better user experience. While not a concept I claim to originate. It is a form that I have forged wholly on my own, with attention to what makes a game screenplay unique.Part 1: Cinematics
Linear cinematic segments, while potentially altered by the player, or selected in a meaningful non-linear fashion via gameplay, are no different than traditional screenplays. As the first screenplays did not veer too far from stage plays, with minimal sets, and high caliber, sometimes over-the-top, characters. So to the game screenplay is still akin to the screenplays of film. Example 1 (below) is from my first game screenplay for "Company of Heroes: Opposing Fronts".
Example 1: Game Screenplay Cinematic Sequences






