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Published byCandice Dickerson Modified over 9 years ago
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Game Features Storytelling Characters Gameplay Levels Logic
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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
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Storytelling/Plot Structure Freytag’s Pyramid
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Traditional Story Elements Premise Backstory Storyline Themes Settings Characters
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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
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Character Style Visual – Angular/Color/Proportions/etc. – Dialog – Movement Signature Idle Walking/Animation Cycles
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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
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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
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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
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Game Story Devices Interactivity Non-linearity Player control – Customization, mods Collaboration Immersion – Cut scenes/cinematics? Scripted Events Gameplay
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Gameplay Elements Rules Victory Conditions Loss Conditions Interactivity Challenges/Goals Balance
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Gameplay Challenges Implicit v. Explicit Imperfect information Intrinsic v. Extrinsic Knowledge Pattern recognition and Matching Spatial Awareness Micromanagement Reaction Time
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Gameplay Goals Advancement Race Puzzle-solving Exploration Conflict Capture Chase Organization Escape Taboo Construction Solution Outwit
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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
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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
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