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Published byGervais Waters Modified over 9 years ago
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COMP 585: Serious Games
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Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing
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Challenges Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation
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Reach emotion, not just adrenaline Key in all well-crafted entertainment More specifically Add to entertainment value Wider audience Keep interest Marketing
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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
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GENRECONSIDERATIONS Arcade games Strategy games First person shooter RPG, adventure Length Characters Realism Emotional richness
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Style and skill, not beauty Harmony coherence and consistency Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty
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LONELINESS
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Space Objects Actions Rules Skill Chance
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Number of dimensions Continuous vs. discrete Boundaries Sub-spaces
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Attributes States Secrets
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Operative and resultant Number of actions What you can act on Ways to reach a goal Number of objects Side effects: changing constraints
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Types Physical Mental Social Dominance Real vs virtual Improvement Necessity
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Probability Human element Skill of understanding chance
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Types Operational Foundational Behavioral Written Modes Enforcement Goal
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Must be Concrete Achievable Rewarding Series or single Short or long term Related
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