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Storytelling/drama in Games http://crucible.uiah.fi lumi@uiah.fi
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Drama in games and new media: Elements Structures PLEASURES
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Smack the Pony 1999
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Action (logic &/ story)
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Action (logic &/ story) Character (player/computer agents)
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Action (logic &/ story) Character (player/computer agents) Thought
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Action (logic &/ story) Character (player/computer agents) Thought Language (means of expression)
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Action (logic &/ story) Character (player/computer agents) Thought Language (means of expression) Pattern
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Action (logic &/ story) Character (player/computer agents) Thought Language (means of expression) Pattern Spectacle (ALL that’s involved in interaction experience) Aristotle, Laurel & …
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Action (logic &/ story) Character (player/computer agents) Thought Language (means of expression) Pattern Spectacle (ALL that’s involved in interaction experience) R h e t o r i c s (means of persuasion) Aristotle, Laurel & …
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The Wizard of Oz 1938 Fleming & …
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protagonist transition helper
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protagonist transition helper test antagonist magic object
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protagonist transition helper test antagonist magic object goals helper antagonist
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protagonist transition helper test antagonist magic object gatekeeper goals test helper antagonist magic object
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protagonist transition helper test antagonist magic object gatekeepergoals test helper antagonist gatekeeper test: time-limit magic object
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protagonist transition helper test antagonist magic object gatekeepergoals test helper antagonist gatekeeper test: time-limit magic object cure self-quest … Hero’s Journey J. Campbell, J. Lucas & …
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Linear structure P. Parker & …
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Multi Linear structure G. Roach & …
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Episodic structure P. Parker & …
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Circular structure P. Parker, H. Ramis & …
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Associational structure (in game world, from matrix, spatial…) P. Parker, J. Murray & …
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Smack the Pony 1999
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Elements of pleasure: Destiny (dramatic situation & involvement) Chance (destiny consistent unexpectedness) Choice (ability to influence in various levels to the factors of chance & destiny)
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