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 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?

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Presentation on theme: " 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?"— Presentation transcript:

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3  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?

4  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

5  Transitions  Cut scenes  Travel  Consistency and differentiation  Includes all world aspects

6  Making it harder  Ability to start at any level  Serious games  Content  Gameplay

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8  Reach emotion, not just adrenaline  Key in all well-crafted entertainment  More specifically  Add to entertainment value  Wider audience  Keep interest  Marketing

9  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

10 GENRECONSIDERATIONS  Arcade games  Strategy games  First person shooter  RPG, adventure  Length  Characters  Realism  Emotional richness

11 Player User Interface Storytelling Engine Core Mechanics Triggers Narrative Events In-Game EventsPlayer Events

12  Linear  Branching  Foldback  Emergent

13  Aesthetically  Greater emotional capability  Deny dramatic freedom  Practically  Require less content  Engine simpler  Less prone to bugs (absurdities)

14  Aesthetically  Replayable  Harder to create specific emotions  Event influence  Advise player of significance  Deferred or cumulative  Practically  Expensive and complex  Merging  Number of endings

15  Inevitable events that create the story arc  Every play comes through them  Compromise between complexity and dramatic freedom

16  No storytelling engine  Story evolves strictly from player actions  MUDs  LambdaMOO: A Rape in CyberspaceA Rape in Cyberspace

17  Endings  Dramatic and premature  Multiplicity  Narrative granularity

18  Mechanisms  Challenges  Choices  Drama (time)  Journey  Tools  Cut scenes  Dialogue

19  Set up  Confrontation  Resolution

20 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

21  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


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