Game Design (1) Game Design • Game Setting and World • Storytelling and Narrative • Character Development.

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Transcript 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