game design - lecture 4

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GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Andrea Resmini HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012 Game Design LD4. DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

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Lecture 4 of 4 in the Game Design Class, Fall 2012 - Dramatic elements and player embodiment.

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Page 1: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

Andrea Resmini

HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012

Game Design

LD4. DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 2: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TODAY'S CLASS

A brief recap from LD3Dramatic elementsPlayer embodimentBreakWorkshop

Page 3: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

RECAP: FORMAL ELEMENTSGAME DESIGN :: LECTURE 3 – FORMAL ELEMENTS OF GAMES

For example, resources. But also rules etc

Page 4: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DRAMATIC ELEMENTS

challengeplaycharacterpremisestory

Page 5: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

ROLE OF DRAMATIC ELEMENTS

they variously connect a game to its player, emotionally

Page 6: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

#1. CHALLENGE

in games it means tasks that are satisfying to completeand require just the right amount of work

Page 7: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHALLENGE IS PERSONAL

challenge is individualizedand determined by the abilityof the player in relationship to the game itself

Page 8: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHALLENGE IS DYNAMIC

it is also dynamic and requires that a game adapts constantly to hold the interest of learning or differently skilled players

Page 9: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHALLENGE IS SUBJECTIVE?

is there then a way to look at challenge that is not definedby individual experience?

Page 10: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

THEORY OF FLOWGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Gingerbreadhouse.co.uk

Page 11: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

SIMILARITIES BETWEEN EXPERIENCES

people describe enjoyable activities in similar ways

Page 12: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHAL

LEN

GE

ABILITY

FRUSTATION

BOREDOM

FLOW

Page 13: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WHAT IS FLOW?

in flow experiences, action and self-awareness merge and effortless concentration on the task at hand happens

Page 14: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WHEN DO WE HAVE FLOW?

flow happens in goal-directed activities, bounded by rules,which require skills

Page 15: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

AND THAT INCLUDES TUG OF WAR ...GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 16: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

… AND VIDEO GAMESGAME DESIGN :: LECTURE 3 – FORMAL ELEMENTS OF GAMES

Page 17: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

LOSS OF SELF-CONSCIOUSNESSGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

The Ceej: Singing In The Shower

Page 18: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TRANSFORMATION OF TIMEGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Bullet time in in Max Payne 3, PS3

Page 19: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

EXPERIENCE BECOMES AN ENDGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Clement Lefert, tumblr.com

Page 20: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

THE PARADOX OF CONTROL

exercising or experiencing a feeling of control largely means that the outcome is unsure, which means a person is not in complete control

Page 21: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GAMES WRESTLE CONTROL AWAY FROM USGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 22: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

#2. PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 23: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PLAY REQUIRES ENGAGEMENT

but gameplay can engage players in many different ways

Page 24: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

COMPETITIVE PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 25: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHANCE-BASED PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Game of Bingo, http://blog.enclaveatwoodbridgecamapts.com/

Page 26: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

MAKE-BELIEVE PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Nottingham.ac.co.uk

Page 27: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

VERTIGO PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 28: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

#4. CHARACTERGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Lara Croft, Tomb Raider

Page 29: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WHY ARE CHARACTERS USED IN GAMES?

characters are used for embodiment and storytelling reasons, psychological reasons and symbolic reasons

Page 30: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

EMBODIMENTGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Player embodiment in Dead Space

Page 31: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

STORYTELLINGGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Aragorn as a non-player character, War in the North

Page 32: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PSYCHOLOGICAL REASONSGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Mirror's Edge

Page 33: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PSYCHOLOGICAL REASONS

a character helps mirror the audience's fears and desires

Page 34: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

SYMBOLIC REASONS

Shadow of the Colossus

GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 35: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

SYMBOLIC REASONS

a character helps representlarger ideas, metaphors, and allegories

Page 36: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PROTAGONIST VS ANTAGONISTGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

The Avatar and the Guardian, Ultima VII-IX

Page 37: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BOUNDING CHARACTER AND PLAYER

what does a character want or need? what does the player hope or fear?

Page 38: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BALANCING AGENCY AND EMPATHY

a pre-written character the player should simply watch from the outside vs an avatar

Page 39: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

EMPATHYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Little Big Planet

Page 40: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

AGENCYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Ultima IX, character creation

Page 41: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

FREE WILL vs PLAYER CONTROL

THE SIMS MARIO DASTAN AVATAR

?

Page 42: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TYPES OF PLAYERS

we also have different types of players, as we mentioned in LD3. Competitors, explorers, storytellers, achievers, jokers

Page 43: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

REMEMBER ACHIEVERS?

Increasing character statistics in Oblivion

GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 44: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

#4. PREMISEGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Worlds of Ultima, Origin Systems

Page 45: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

ROLE OF PREMISES

a well-executed premise bounds the formal and dramatic elements in a game and heightens the players' experience of the game itself

Page 46: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PREMISES PREVENT ABSTRACTNESSGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 47: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PACMAN HAS A PREMISEGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 48: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

#5. STORY

in most simpler games, story is just a souped-up premise and nothing more

Page 49: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

SUPER MARIOGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 50: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TENSION IS UNAVOIDABLE

even with well-written story-driven games there is a constant tension between storyline progress and free development

Page 51: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GAME EVENTS AND THE PLAYER

how can a player shape in-game events or modify their course when a story unfolds?

Page 52: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

SHOULD A PLAYER BE ALLOWED TO?GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Mark Hamill in Wing Commander III

Page 53: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

osatelegraph.org

SKYRIMGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 54: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

ASSASSIN'S CREEDGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 55: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PRINCE OF PERSIAGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 56: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

HOW DO BOARD AND VIDEO GAMES DIFFER?GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 57: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

USE OF THE STORYLINE

one answer is in the way video games handle conflict and weave it into the storyline

Page 58: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PREMISE AND STORY: JAWSGAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 59: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PREMISE AND STORY: DONKEY KONGGAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 60: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

ONE KEY DIFFERENCE ...

Mario's success in freeing his belle from Kong is in the hands of the player, unlike Brody's

Page 61: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

… BUT A GENERAL PATTERN

stories follow a general pattern of exposition, climax and resolution called the dramatic arc

Page 62: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

NAR

RAT I

VE T

ENSI

ON

RESOLUTIONNARRATIVE TIME

EXPOSITION

CLIMAX

Page 63: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DRAMATIC ARC AND 1H MINI-ARCS

all forms of storytelling make use of the dramatic arc for engagement. Games also deploy shorter, session-based, 1h mini-arcs to keep players going.

Page 64: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PREMISE AND STORY: LORD OF THE RINGSGAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Page 65: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PREMISE AND STORY: PRINCE OF PERSIAGAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

Prince of Persia, Sands of Time

Page 66: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BREAK

Back in 15, right? Thanks.

Page 67: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WORKSHOP

Let's get going

Page 68: Game Design - Lecture 4

GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

THAT'S ALL FOLKS

This is it for this class. Thanks for following!