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