Game Design (1) Game Design • Game Setting and World • Storytelling and Narrative • Character Development.
Download ReportTranscript Game Design (1) Game Design • Game Setting and World • Storytelling and Narrative • Character Development.
Game Design (1) Game Design • Game Setting and World • Storytelling and Narrative • Character Development Game Setting and World •To someone who’s playing a game for the first time, the setting is vital to creating and sustaining player’s interest. •“Graphic versus Game-play” debate •Immersive ness and Suspension of disbelief •The importance of harmony The Dimension of a Game World • The Physical Dimension • Dimensionality • Scale • Boundaries • The Temporal Dimension • Variable Time • Anomalous Time • Letting the Player Adjust Time The Dimension of a Game World • The Environmental Dimension • Cultural context • Physical Surroundings • Detail • Defining a style • Overused Settings • Source of Inspiration The Dimension of a Game World •The Emotional Dimension •Limitation of fun •The Ethical Dimension •Game violence Game Setting and World • Realism versus Abstraction • The Save-Game Issue The Story Spectrum Storytelling and Narrative Increasing Importance of Story to Gameplay No Story Story-based Game-play Arcade Strategy FPS RPG/Adventure Game Game Game Game Increasing game Complexity Storytelling and Narrative • Christopher Vogler’s hero’s journey: • The ordinary world • The call to adventure • The refusal of the call • The meeting with the mentor • Crossing the first threshold • Tests, allies, and enemies • The approach to the innermost cave • The ordeal • The reward • The road back • The resurrection • The return with the reward Call to Adventure Ordinary World Return with the Reward Refusal Resurrection Meeting the Mentor Act 1 Act 3 Circular Story Form Crossing the First Threshold The Road Back Test, Allies, and Enemies Act 2 Reward Approach to the Innermost Cave Ordeal Plot Pacing Climax Ordeal First Threshold Climax Ordeal First Threshold Central Crisis Delayed Crisis Act 1 Act 2 Act 3 Delayed crisis in a three-act story Act 1 Act 2 Act 3 Central crisis in a three-act story Storytelling and Narrative • Balancing Narrative and Game-play • Multi-Part Stories • Series • Serials • Episodic Delivery Character Development • Art-Driven Character Design • Visual Design • Physical Design and Super-Sensuality • Cute Sidekicks Character Development • Story-Driven Character Design • The character needs to intrigue the player • The character needs to get the player to like him • The character needs to change and grow according to experience. Increased Awareness Limited Awareness Mastery Reluctance to Change Final Attempt Overcoming Act 1 Act 3 Growth of Character Committing Rededication Act 2 Experimenting Consequences Preparing Big Change Character Development • Character Archetypes • Hero • Mentor • Higher Self • Allies • Shape Shifter • Threshold Guardian • Trickster • Shadow • Herald