Kuliah #4 Iwan Sonjaya, MT Game Design Kuliah #4 Iwan Sonjaya, MT
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
Storytelling and Narrative The Story Spectrum No Story Arcade Game Strategy FPS RPG/Adventure Story-based Game-play Increasing Importance of Story to Gameplay 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
Circular Story Form Act 1 Act 2 Act 3 Ordinary World Call to Adventure Refusal Meeting the Mentor Crossing the First Threshold Test, Allies, and Enemies Approach to the Innermost Cave Ordeal Reward The Road Back Resurrection Return with the Reward Circular Story Form
Plot Pacing Act 1 Act 2 Act 3 Delayed crisis in a three-act story First Threshold Ordeal Climax The Road Back Delayed crisis in a three-act story Act 1 Act 2 Act 3 First Threshold Ordeal Climax The Road Back Central crisis in a three-act story Central Crisis Delayed Crisis
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 Act 1 Act 2 Act 3 Limited Awareness Increased Awareness Reluctance to Change Overcoming Committing Experimenting Preparing Big Change Consequences Rededication Final Attempt Mastery Growth of Character
Character Development Character Archetypes Hero Mentor Higher Self Allies Shape Shifter Threshold Guardian Trickster Shadow Herald