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Interactive GAME DESIGN AND DEVELOPMENT


What’s the story with narrative in games?


Telling a story that immediately captures the attention of the player and then sustains it is a vital part of slot and game design. Beyond the maths behind any successful video slot or multi game product lies, arguably, one of the most important parts of the design of itself: the narrative that draws the customer in and then keeps that customer engaged in the product. So how do the world’s leading companies use new ways, technologies and techniques to tell stories in order to drive player interest and keep them engaged in their products?


Madelon de Haas, Chief Operating Officer, StakeLogic


In each of our slot game stories, we aim to create games that appear simple and easy to understand, while enabling players to discover the different levels and features on their own terms


P94 NEWSWIRE / INTERACTIVE / 247.COM


In the first of a series on narratives in gaming, we talked to Madelon de Haas, Chief Operating Officer of StakeLogic. Established as part of Greentube Internet Entertainment Solutions GmbH, StakeLogic is the interactive unit of the highly respected NOVOMATIC Group. It’s highly animated, intensely graphic slot games represent some of the most advanced games available in the market today. StakeLogic’s premium games are focused on the player experience and are backed by advanced algorithms and turnkey support solutions.


How do StakeLogic’s slots tell a story and keep players engaged through narrative devices? And how do these techniques compare with the more traditional ways of telling a story?


With each of our slots we try to build a new world: a world that appeals to the player. We work on finding the correct balance for this world so that it is full of colour and has a high impact, without being too loud or overbearing. Into this, we inject subtle but dynamic


background animations that look alive – like in our game Tropical Adventure.


Well-cared for and polished graphics, animations and sounds that load fast but run smoothly help to maintain interest in a game, rather than just act as mechanisms to attract players. Also, we like to hide worlds within worlds. A bonus symbol, for example, can be used as a precursor to what lies beyond – so when a player collects three bonus symbols, the


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