[SOUND] Fran was supposed to be here two hours ago. Where is that slacker? >> Sorry, everybody, I'm late. I just had a weird morning. Welcome to the third week in this course, where we'll be talking about. What a story can do for your games. how a story can make your games more interesting and emotionally involving. And how a story can make your games inspiring to a player, how they can inspire you to make better games. What do we mean when we say story in the context to a game. I'm gonna be using it in a really broad way today. When I say story, I'm talking about something that is added to your game to give it context. So it tells us where we are and what we're looking at. Or it gives us a narrative, it tells us what's happening in our world. Context for a game can be very simple. If we take a look at Pong, for example, and we try to figure out what's going on, just based on what we're seeing and hearing during game play. We know we're dealing with a game that involves a screen divided in half, there are two player controlled rectangles and a square that bounces around. There are also some bleeps and bloops in the audio. However, just by adding the word Pong to the title, the game now has some context. The player knows that they're using a high tech ping pong simulator. And then he can imagine that the screen is a ping pong table. They can imagine that the two rectangles are paddles, and that the little square is a ball. They're using their imagination to expand the world of the game, outside it's technical limitations. Even though the little square has corners, people think of it as a ball. By giving the player some context or narrative to go with their game, you're giving them something to think about. You're telling them that the world of the game extends beyond the borders of the screen. You're giving them things to think about, and things to wonder about. When I showed up today with my arm in a bandage, there's a story. You as the audience might have wondered, why? Why was I late? What had happened to me before I got here. Or what happened to my arm. It's a really small thing. But it introduces something for you to think about, and to be curious about, and it hints at a world outside of the starting point. >> So what happened to your arm? >> Nothing, I was just using it as a simple example of a narrative element. You're a liar, friend! >> Well if you want to tell stories, you have to make things up.