game features storytelling characters gameplay levels logic

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Game Features Game Features Storytelling Characters Gameplay Levels Logic

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Page 1: Game Features Storytelling Characters Gameplay Levels Logic

Game FeaturesGame Features

StorytellingCharactersGameplayLevelsLogic

Page 2: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 3: Game Features Storytelling Characters Gameplay Levels Logic

Storytelling/Plot StructureStorytelling/Plot StructureFreytag’s Pyramid

Page 4: Game Features Storytelling Characters Gameplay Levels Logic

Traditional Story ElementsTraditional Story Elements

PremiseBackstoryStorylineThemesSettingsCharacters

Page 5: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 6: Game Features Storytelling Characters Gameplay Levels Logic

Character StyleCharacter Style

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

Signature Idle Walking/Animation Cycles

Page 7: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 8: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 9: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 10: Game Features Storytelling Characters Gameplay Levels Logic

Game Story DevicesGame Story Devices

Interactivity Non-linearity Player control

– Customization, mods Collaboration Immersion

– Cut scenes/cinematics? Scripted Events Gameplay

Page 11: Game Features Storytelling Characters Gameplay Levels Logic

Gameplay ElementsGameplay Elements

RulesVictory ConditionsLoss ConditionsInteractivityChallenges/GoalsBalance

Page 12: Game Features Storytelling Characters Gameplay Levels Logic

Gameplay ChallengesGameplay Challenges

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

Page 13: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 14: Game Features Storytelling Characters Gameplay Levels Logic

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

Page 15: Game Features Storytelling Characters Gameplay Levels Logic

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