game features storytelling characters gameplay levels logic

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Game FeaturesGame Features

StorytellingCharactersGameplayLevelsLogic

Storytelling/Plot StructureStorytelling/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

Storytelling/Plot StructureStorytelling/Plot StructureFreytag’s Pyramid

Traditional Story ElementsTraditional Story Elements

PremiseBackstoryStorylineThemesSettingsCharacters

Character ArchetypesCharacter Archetypes Jungian

– Hero/Protagonist– Shadow/Antagonist

Transformational/Mistaken/Exxagerated/Realistic

– Mentor– Allies– Guardian– Trickster– Herald

Development levels (Maslow’s hierarchy of needs)1. Intrapersonal2. Interpersonal3. Team4. Community5. Humanity

Character StyleCharacter Style

Visual– Angular/Color/Proportions/etc.– Dialog– Movement

Signature Idle Walking/Animation Cycles

Character AppearanceCharacter 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

Character AppearanceCharacter 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

Traditional Plot DevicesTraditional 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

Game Story DevicesGame Story Devices

Interactivity Non-linearity Player control

– Customization, mods Collaboration Immersion

– Cut scenes/cinematics? Scripted Events Gameplay

Gameplay ElementsGameplay Elements

RulesVictory ConditionsLoss ConditionsInteractivityChallenges/GoalsBalance

Gameplay ChallengesGameplay Challenges

Implicit v. ExplicitImperfect informationIntrinsic v. Extrinsic KnowledgePattern recognition and MatchingSpatial AwarenessMicromanagementReaction Time

Gameplay GoalsGameplay Goals Advancement Race Puzzle-solving Exploration Conflict Capture Chase Organization Escape Taboo Construction Solution Outwit

Balanced GameplayBalanced 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

Game Progression: LevelsGame 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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