150 likes | 263 Views
Game Features. Storytelling Characters Gameplay Levels Logic. Storytelling/Plot Structure. Three-Act Act I- Character Problem (action) Act II- Obstacles Act III - Resolution Monomyth/Hero’s Journey/Writer’s Journey Ordinary World Call to adventure Refusal of the call
E N D
Game Features • Storytelling • Characters • Gameplay • Levels • Logic
Storytelling/Plot Structure • Three-Act • Act I- Character Problem (action) • Act II- Obstacles • Act III - Resolution • Monomyth/Hero’s Journey/Writer’s Journey • Ordinary World • Call to adventure • Refusal of the call • Meeting the mentor • Crossing the first threshold • Tests, allies, enemies • Approach to Supreme ordeal • Reward • The road back • Resurection • Return
Storytelling/Plot Structure • Freytag’s Pyramid
Traditional Story Elements • Premise • Backstory • Storyline • Themes • Settings • Characters
Character Archetypes • Jungian • Hero/Protagonist • Shadow/Antagonist • Transformational/Mistaken/Exxagerated/Realistic • Mentor • Allies • Guardian • Trickster • Herald • Development levels (Maslow’s hierarchy of needs) • Intrapersonal • Interpersonal • Team • Community • Humanity
Character Style • Visual • Angular/Color/Proportions/etc. • Dialog • Movement • Signature • Idle • Walking/Animation Cycles
Proportions help dictate personality Head height/width Normal man: 6-7 tall, 3 wide Exaggerated hero/tough guy: 8-9 tall, 3-4 wide Wimp: 4-5 tall, 2-3 wide Kids/Cute: 3 tall, 1-2 wide Character Appearance
Shape dictates helps character Circle = soft, cuddly, pleasing, dopey, fat Rectangle = strong, dependable, solid The more square, the more dumb Triangle/angular = active, aggressive, evil Character Appearance
Traditional Plot Devices • Plot Goals/Devices • Balancing Conflict • Shifting Focus • Foreshadowing Events • Suspension of Disbelief/Realism (magical, etc.) • Quest • Plot dump/flashback/foreshadowing • Cliffhanger/Deathtrap/Sexual Tension • Stock characters/Villians • Deus ex machina • Story within a story • Breaking the fourth wall
Game Story Devices • Interactivity • Non-linearity • Player control • Customization, mods • Collaboration • Immersion • Cut scenes/cinematics? • Scripted Events • Gameplay
Gameplay Elements • Rules • Victory Conditions • Loss Conditions • Interactivity • Challenges/Goals • Balance
Gameplay Challenges • Implicit v. Explicit • Imperfect information • Intrinsic v. Extrinsic Knowledge • Pattern recognition and Matching • Spatial Awareness • Micromanagement • Reaction Time
Gameplay Goals • Advancement • Race • Puzzle-solving • Exploration • Conflict • Capture • Chase • Organization • Escape • Taboo • Construction • Solution • Outwit
Balanced Gameplay • Goals • Consistent challenges • Perceivable fair play • No stagnation • Importance of play/decisions • Difficulty levels • Methods • Static Balance • Obvious strategies • Symmetry (Transitive vs. Intransitive) • Trade-offs • Combination • Feedback (positive & negative) • Dynamic Balance • Destroy/Maintain/Restore
Game Progression: Levels • Structure • Goal • Flow • Duration • Availability • Relationship • Progression • Time • Authentic/Variable/Altered/Limited/Player • Physical • Camera/Viewpoint • ScaleBoundaries • Visual Realism/Sylized • Behavioral Realism • Physics/Scripting/AI