Document 9654477

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Transcript Document 9654477

Matakuliah : T0944-Game Design and Programming
Tahun
: 2010
Game Design (1)
Pertemuan 8
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
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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
Storytelling and Narrative
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The Story Spectrum
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
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Christopher Vogler’s hero’s journey:
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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
Circular Story Form
Call to
Adventure
Ordinary
World
Return with
the Reward
Refusal
Resurrection
Meeting the
Mentor
Act 1
Act 3
Crossing the
First
Threshold
The Road
Back
Test, Allies,
and Enemies
Act 2
Reward
Approach to
the Innermost
Cave
Ordeal
Plot Pacing
Climax
Climax
Ordeal
Ordeal
First
Threshold
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.
Growth of Character
Increased
Awareness
Limited
Awareness
Mastery
Reluctance to
Change
Final Attempt
Overcoming
Act 1
Act 3
Committing
Rededication
Experimenting
Act 2
Consequences
Preparing
Big Change
Character Development
• Character Archetypes
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Hero
Mentor
Higher Self
Allies
Shape Shifter
Threshold Guardian
Trickster
Shadow
Herald