game features storytelling characters gameplay levels logic
TRANSCRIPT
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