Game Design - Lecture 4

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

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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

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!

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