game design - lecture 4
DESCRIPTION
Lecture 4 of 4 in the Game Design Class, Fall 2012 - Dramatic elements and player embodiment.TRANSCRIPT
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
TODAY'S CLASS
A brief recap from LD3Dramatic elementsPlayer embodimentBreakWorkshop
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DRAMATIC ELEMENTS
challengeplaycharacterpremisestory
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
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
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
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
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?
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
SIMILARITIES BETWEEN EXPERIENCES
people describe enjoyable activities in similar ways
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CHAL
LEN
GE
ABILITY
FRUSTATION
BOREDOM
FLOW
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
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
… AND VIDEO GAMESGAME DESIGN :: LECTURE 3 – FORMAL ELEMENTS OF GAMES
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
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
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
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
#2. PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
COMPETITIVE PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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/
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
VERTIGO PLAYGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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
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
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
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
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
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
SYMBOLIC REASONS
a character helps representlarger ideas, metaphors, and allegories
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
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?
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
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
FREE WILL vs PLAYER CONTROL
THE SIMS MARIO DASTAN AVATAR
?
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
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
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
PREMISES PREVENT ABSTRACTNESSGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
SUPER MARIOGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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
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?
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
osatelegraph.org
SKYRIMGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
ASSASSIN'S CREEDGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
PRINCE OF PERSIAGAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
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
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
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
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
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
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
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
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.
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
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
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
BREAK
Back in 15, right? Thanks.
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WORKSHOP
Let's get going
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!