GeekMom’s Karen Walsh interviews Jean Leggett, CEO of One More Story Games
One More Story Games, founded in 2013 by Blair Leggett and Jean Leggett, offers a unique gaming experience. In a world glutted with traditional games, One More Story Games‘ approach to story-based interactive narratives fills the gaming gap.
What is StoryStylus?
The StoryStylus platform allows game creators to create and publish interactive story content. Creators using StoryStylus can serialize content so that player choices impact overall gameplay. Players who love the Mass Effect storyline decision-making gameplay will love StoryStylus designed games.
How does One More Story Games ease designer creativity?
One More Story Games’ StoryStylus platform offers many opportunities for game designers to realize their dreams. Since StoryStylus runs on Silverlight and publishes in Flash, creators can easily input their narratives. Moreover, StoryStylus’s easy to navigate platform breaks down story element into building clocks like people, places, events, conversations, and items, simplifying the worldbuilding process.
How does StoryStylus make narrative game development easy?
For writers, the StoryStylus creation process looks similar to old-school mind mapping. Creators can make linear, branching, or complex story flows all using the same navigation tools.
StoryStylus uses paths and symbols to designate the types of events occurring throughout gameplay. Reminiscent of other coding visual interfaces, like Spark, users not only easily organize their ideas but can use the visual cues to see how they’ll play out within the overarching story arcs.
Thus, these visual representations of storyline and actions allow developers to more easily review the flow of their games. For example, for more complex sandbox creations, creators have the option to create clusters of choices or tasks needed to complete a level and to create varied outcomes and storytelling games.
For example, for a good open world sandbox approach, the program allows game designers to create a starting point that has an initial choice point. From that choice point, the visual decision tree effect maps out varied quests arising out of that choice. For less of a quest based game and more of a decision-based game, designers can map out a decision tree based solely on choices leading to end goal effects.
This flexibility within the platform offers endless approaches for world-building story based game creation.
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Teaching Romeo and Juliet?
We’re looking for English teachers to embark on a pilot program to explore and teach interactive storytelling using with our software StoryStylus.
This is an opportunity for students to integrate their learning of Shakespeare in a way that is meaningful to them in the most prevalent art form – video games. Have your students develop alternate endings to the play, create side stories or quest-lines based on material from one of the Bard’s most well known works. While creating their own short, playable story-based video game, they’ll still need to study the text in-depth. Not only will they be studying for English, they’ll be integrating media (sound files, art/photographs) and learning basic coding skills.
We’ve taught students as young as 10 years old how to use our software and create short, playable games within a week-long course. This includes time to learn the software and create the content. We’d like to marry StoryStylus and Shakespeare, to bring new life to a story that ends in death.
- Create alternate endings
- Create a game based on Rosaline or Tybalt or any of the lesser characters ala Rosencrantz and Gildenstern Are Dead
- Focus on 1 scene and create a game narrative
- For example, the balcony scene or the visit to the apothecary
- Creating character profiles for Romeo, Juliet, Nurse
- How do each of their interactions impact their relationships? Learn about rapport, consequences
- What if Romeo can’t make it up the balcony because he’s just not that clever or determined?
- What if Juliet doesn’t want to be rescued?
- What would the characters say to each other?
- What is the logic of the scene as a narrative? Can we create obstacles to change the outcome?
- teaching Romeo and Juliet in Spring 2017
- interested in interactive storytelling and/or video game design
- somewhat some technically proficient (i.e. teaching kids software doesn’t scare the bajeezus outta you)
- willing to be part of an online group of educators to help us refine the curriculum
And of course, you have internet access and computers in the classroom.
We’ll take care of the
- year’s subscription to our software StoryStylus at NO cost to your students or school
- curriculum that integrates basic game design principles
- looking at narrative design, game-flow documents
- examining character dialogue, choice/consequence of character behaviour
- how we can apply principles of game design to R&J
- video tutorials on how to use the software – can be used in the classroom
- teacher-only discussion group on Facebook
- Skype consultations to assist you with questions
- One or two Skype in-class conversations
Who are we?
We’re accidental educators, English grads (one of us is a reformed medievalist), gaming geeks and software engineers who have been working with storytellers as young as 10 years old to create narrative-based video games. Through our intensive summer camps, we’ve helped students develop short, playable story-games and learn to code. We’re passionate about storytelling. For more information, visit About Us page.
Drop us a line at firstname.lastname@example.org and tell us about you, your class and why you want to be part of our pilot program for Games in Ye Olde Classroom.
One More Story Games is proud to offer its second year of summer camp programming for youth to learn about video game creation here in Barrie!
This one week program is
- for kids aged 12-16
- who enjoy reading and want to create an interactive story game
- who enjoy video games and want to learn the basics of storytelling and coding
- Instruction is in English and ASL (American Sign Language)
- Maximum 10 students per class, with 2 instructors.
Hours of camp are 10am to 3:30pm, Monday through Friday.
Dates: July 4-8 // July 18-22 // August 8-12 // August 22-26
Here’s what we’ll cover:
- Storytelling basics – what are the nouns of your story – people, place, things, conversations
- What kind of games do you want to make? Are they simple or do they have lots of possible endings? Linear versus branching stories (like Choose Your Own Adventures!)
- Researching media files – get photos and sound effects online
- Learn basic programming skills
- Putting all the pieces of the story together to test and share the story game on the web, Facebook and tablet
For registration details, visit: https://onemorestorygames.com/video-game-summer-camp/
A special thank you to our sponsors at The Creative Space and SimCoLab for hosting us in their space!
One More Story Games is pleased to announce that Chris Tihor of Ironic Iconic Studio has published his first game with OMSG, a cyberpunk murder mystery set in futuristic Hamilton, ON.
Special Agent Rachel Varley didn’t know what she was getting into when she rejoined the world of international intelligence & security, but she sure wasn’t expecting to be investigating a suspicious death on her first day back, and definitely not a death involving a runaway cybernetic exosuit. Will Rachel be able to get to the heart of the mystery and still manage to escape in one piece?
Approx 90-120 minutes, $3.99. Free demo for 30 minutes.
Art by Julia Harrison (http://artbyjuliaharrison.com) and Alistair Murphy
Music by Steven G. Saunders (http://mrzoth.bandcamp.com/)
Play Mandatory Upgrade: X Marks the Spot.