Video game worlds are filled with trash loot, and players are encouraged to vacuum it up and sell it without second thought. But what if it could be used for storytelling? Far Cry 4 used trash loot to reinforce the concept of Kyrat as a real place.
This session will establish a vocabulary for loot based on case studies of leading industry titles, discuss the techniques used by the Far Cry 4 narrative team to leverage the character- and world-building potential of these throwaway items, and finally detail the process from pre-production to post-launch.
Attendees will come away with a better understanding of the importance of world logic/coherence and a new set of lenses with which to examine the items in their own games.