Game Mechanics and Theory STORYTELLING
Three act structure Beginning (Act 1): Place the audience into the action or drama of the story. Introduce the problem. 2. Middle (Act II): Focus on the obstacles that stand in the way of solving the problem. 3. End (Act III): The problem introduced in Act I has been solved, and the obstacles have been removed. EX: Fable 2
Hero’s Journey Structure Ordinary World: The hero’s ordinary world is established. Call to Adventure: The quest or journey is introduced. Refusal of the Call: The hero refuses but is uncomfortable with the decision. Meeting with the Mentor: The hero receives information relevant to the quest and needs to go on the journey. Crossing the First Threshold: The hero abandons the refusal and embarks on the journey.
Hero’s Journey (continued) Tests, Allies, and Enemies: The hero is tested and makes friends and enemies. Approach to the Inmost Cave: The hero faces more tests and preparations Ordeal: The hero must defeat the villain. Reward: The hero gets the reward. The Road Back: The hero has to choose the special world or ordinary world. Resurrection: The hero must face death one more time. Return with the Elixer: The hero finally returns but is changed forever.
Three act structure First Act (introduction) – usually used to establish the main characters, their relationships, and the world they live in. Near the end of the First Act, the main character ( protagonist ) has to deal with some problem that will change the world. This is the first Turning Point. Second Act (confrontation) – longest section depicts the protagonist attempting to resolve the problem.
Vocabulary for Storytelling Protagonist Antagonist Inciting Incident Hook Plot Point Turning point subplot
Game Mechanics and Theory CHARACTER DEVELOPMENT
Character Classes Dungeons & Dragons (D&D) introduced character classes. Common types of classes Fighter- focused on combat abilities but usually lacks magical abilities Thief/Rogue – focused on stealth and high-damage but usually lacks defense or armor rating Mage – powerful magical abilities but physically weak Cleric/Priest – healing and supportive magical abilites
Combined classes There are variations of the 4 main class types though and can pretty much be combined in any way. Thief + Fighter = Assassin Cleric + Fighter = Paladin Mage + Fighter = Battle Mage Thief + Mage = Bard or Mesmer Ranged Thief + Support = Engineer Some can combine more than one class Ex: Fighter + Mage + Cleric = Druid
Class trees Class trees are used to add more variation to the classes
Warrior Characteristics Heavy plate armor Large or multiple weapons Sometimes has a shield Lots of health
Druid Characteristics Nature spells Lives in forest Protects the forest and animals Animal characteristics
Thief Characteristics Hood or mask over face Lots of daggers or weapons Usually wears leather or cloth
Mage Characteristics Magical auras Staff, wand, or spellbook Pointed hat or hood Usually wears cloth robes
Paladin Characteristics Heavy plate armor Large or multiple weapons Great amount of health White/Gold/Blue armor Shield with one-handed weapon
Game Mechanics and Theory GAMEPLAY
What is the relationship between gameplay and game story? Why is the experience of playing the game so important? How should game rules be structured?
Vocabulary Non-playable character (NPC) – a character that cannot be controlled by a real player Avatar – the character that represents a player in the game Allies – characters that are on the player’s side Enemies – characters that are against the player
The relationship between gameplay and game story Gameplay is “a set of instructions for the player” Also known as “rules of play” You can have a game without a story Ex: Tetris You cannot have a game without gameplay Ex: ???
Gameplay types Asymmetrical Gameplay – multiple player play the same game simultaneously in different ways. Cooperative Gameplay – players work together to meet a goal Deathmatch – players work alone and fight each other Twitch Gameplay – tests a player’s reaction time
Gameplay Types (continued) Hack and Slash – focuses on melee fighting Leveled Gameplay – Game gradually increases in difficulty Micromanagement – player manages several small groups of units and controls most if not all actions of those units Nonlinear Gameplay – players face challenges that can be completed in a number of different sequences
The key to a good game is getting the gameplay and the game story to be in harmony with each other. Ex: Call of Duty game about saving whales Good gameplay and a good story usually make for a good game. Just because gameplay is bad doesn’t mean the game is bad
Victory and Lose conditions Each gameplay type will have different win and lose conditions Victory [“Win”] conditions are the conditions that must be met to win the game. Lost [“Lose”] conditions are the conditions that must be met to lose the game.
Interactivity conflict Player vs Player (PVP) – the player fights other real players Player vs Environment (PVE) – the player fights AI controlled enemies Can be played alone, with human companions, or AI companions
Choose a game, and determine what the “win” and “loss” conditions are in relation to gameplay. Are they different from the story?
Balance of gameplay A good game has to balance several factors Obstacles and Aids If the obstacles might be too much of a challenge, add aids to help the player figure it out. Penalties and Rewards If the player uses aids, add a penalty or reduce the reward
Design Principles
Concept Art Modeling Texturing Animation Movement Appearance 2-D 3-D
Concept Art – rough draft of art Usually has little detail and is designed to show an idea Modeling - Texturing Animation
Movement Appearance 2-D – graphics consisting of 2 planes. Usually includes the x and y planes 3-D – graphics consisting of 3 planes. Usually includes the x, y, and z planes