game design (1) pertemuan 8 matakuliah: t0944-game design and programming tahun: 2010
TRANSCRIPT
Game Design (1)Pertemuan 8
Matakuliah : T0944-Game Design and ProgrammingTahun : 2010
Game DesignGame Design• Game Setting and World• Storytelling and Narrative • Character Development
Game Setting and World• To someone who’s playing a game for the first
time, the setting is vital to creating and sustaining player’s interest.
• “Graphic versus Game-play” debate• Immersive ness and Suspension of disbelief• The importance of harmony
The Dimension of a Game World• The Physical Dimension
– Dimensionality– Scale– Boundaries
• The Temporal Dimension– Variable Time– Anomalous Time– Letting the Player Adjust Time
The Dimension of a Game World• The Environmental Dimension
– Cultural context– Physical Surroundings– Detail– Defining a style– Overused Settings– Source of Inspiration
The Dimension of a Game World• The Emotional Dimension
– Limitation of fun
• The Ethical Dimension– Game violence
Game Setting and World• Realism versus Abstraction• The Save-Game Issue
Storytelling and Narrative • The Story Spectrum
No Story
Arcade
Game
Strategy
Game
FPS
Game
RPG/Adventure
Game
Story-based
Game-play
Increasing Importance of Story to Gameplay
Increasing game Complexity
Storytelling and Narrative • Christopher Vogler’s hero’s journey:
– The ordinary world– The call to adventure– The refusal of the call– The meeting with the mentor– Crossing the first threshold– Tests, allies, and enemies– The approach to the innermost cave– The ordeal– The reward– The road back– The resurrection– The return with the reward
Circular Story Form
Act 1
Act 2
Act 3
Ordinary WorldCall to
Adventure
Refusal
Meeting the Mentor
Crossing the First
Threshold
Test, Allies, and
Enemies
Approach to the
Innermost Cave
Ordeal
Reward
The Road Back
Resurrection
Return with the Reward
Plot Pacing
Act 1 Act 2 Act 3
First Threshold
Ordeal
Climax
The Road Back
Delayed crisis in a three-act story
Delayed Crisis
Act 1 Act 2 Act 3
First Threshold
Ordeal
Climax
The Road Back
Central crisis in a three-act story
Central
Crisis
Storytelling and Narrative• Balancing Narrative and Game-play• Multi-Part Stories
– Series– Serials– Episodic Delivery
Character Development • Art-Driven Character Design
– Visual Design– Physical Design and Super-Sensuality– Cute Sidekicks
Character Development • Story-Driven Character Design
– The character needs to intrigue the player– The character needs to get the player to like him– The character needs to change and grow according to
experience.
Growth of Character
Act 1
Act 2
Act 3
Limited AwarenessIncreased
Awareness
Reluctance to Change
Overcoming
Committing
Experimenting
Preparing
Big Change
Consequences
Rededication
Final Attempt
Mastery
Character Development • Character Archetypes
– Hero– Mentor– Higher Self– Allies– Shape Shifter– Threshold Guardian– Trickster– Shadow– Herald