What is a level? Why do we use them? How do you distinguish them? Should there be a final level? Games that use them well?
Way to break up a game For developers Development simplification How different should they be? How important is progressive difficulty? Benefits to players Accomplishment Learning
Transitions Cut scenes Travel Consistency and differentiation Includes all world aspects
Making it harder Ability to start at any level Serious games Content Gameplay
Reach emotion, not just adrenaline Key in all well-crafted entertainment More specifically Add to entertainment value Wider audience Keep interest Marketing
Are these the first interactive stories? NO. Audience participation! What does the player want? New experience New place New person New activity Recommendation: learn good storytelling rules
GENRECONSIDERATIONS Arcade games Strategy games First person shooter RPG, adventure Length Characters Realism Emotional richness
Player User Interface Storytelling Engine Core Mechanics Triggers Narrative Events In-Game EventsPlayer Events
Linear Branching Foldback Emergent
Aesthetically Greater emotional capability Deny dramatic freedom Practically Require less content Engine simpler Less prone to bugs (absurdities)
Aesthetically Replayable Harder to create specific emotions Event influence Advise player of significance Deferred or cumulative Practically Expensive and complex Merging Number of endings
Inevitable events that create the story arc Every play comes through them Compromise between complexity and dramatic freedom
No storytelling engine Story evolves strictly from player actions MUDs LambdaMOO: A Rape in CyberspaceA Rape in Cyberspace
Endings Dramatic and premature Multiplicity Narrative granularity
Mechanisms Challenges Choices Drama (time) Journey Tools Cut scenes Dialogue
Set up Confrontation Resolution
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. Call to adventure Road of trials Boon Return to the ordinary world Application of the boon Vogler’s version Vogler’s version
Interactive Fiction Interactive Fiction Tony Hirst’s Digital WorldsDigital Worlds Lee Sheldon, Character Development and Storytelling for Games (2004) Today’s MMORPGs Today’s MMORPGs