Game Features Storytelling Characters Gameplay Levels Logic.

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Presentation transcript:

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) 1. Intrapersonal 2. Interpersonal 3. Team 4. Community 5. Humanity

Character Style Visual – Angular/Color/Proportions/etc. – Dialog – Movement Signature Idle Walking/Animation Cycles

Character Appearance 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

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