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ADVANCED GAME DESIGN INTRO LECTURE DePaul University – Brian Schrank, PhD

ADVANCED GAME DESIGN

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INTRO LECTURE. DePaul University – Brian Schrank, PhD. ADVANCED GAME DESIGN. - PowerPoint PPT Presentation

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Page 1: ADVANCED GAME DESIGN

ADVANCED GAME DESIGNINTRO LECTURE

DePaul University – Brian Schrank, PhD

Page 2: ADVANCED GAME DESIGN

STEPHEN KING’S HIERARCHY OF EMOTION

“I recognize terror as the finest emotion and so I will try to terrorize the reader. But if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud”

—Stephen King

Page 3: ADVANCED GAME DESIGN

HIERARCHY OF EMOTION

1. Terror2. Horror3. Grossed-Out

Page 4: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror

3. Grossed Out

Page 5: ADVANCED GAME DESIGN

GORE GENRE RELISHES THE GROSS OUT

Page 6: ADVANCED GAME DESIGN

GORE GENRE RELISHES THE GROSS OUT

It gets its tension by juxtaposingor ruining the “attractive.”

It’s often misogynistic.

Page 7: ADVANCED GAME DESIGN

ABOUT AS INTERESTING AS FAKE POOP / VOMIT

Page 8: ADVANCED GAME DESIGN

GROSS OUT GAMES

1. Terror2. Horror

3. Grossed Out

NES gametorture using light gun

Page 9: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror

2. Horror3. Grossed Out

Page 10: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror

2. Horror3. Grossed Out

Page 11: ADVANCED GAME DESIGN

HORROR

Fear based on EVIDENCE SHOWS you what to be scared of Cause is EXPLAINED or easily inferred

Page 12: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror3. Grossed Out

Page 13: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror

2. Horror3. Grossed Out

Page 14: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror

2. Horror3. Grossed Out

Page 15: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror3. Grossed Out

Page 16: ADVANCED GAME DESIGN

HORROR VS. TERROR (STEPHEN KING)

Horror:the unnatural, spiders the size of bears, the dead waking up and walking around, it's when the lights go out and something with claws grabs you by the arm

Terror:when you come home and notice everything you own had been taken away and replaced by an exact substitute. It's when the lights go out and you feel something behind you, you hear it, you feel its breath against your ear, but when you turn around, there's nothing there...

Page 17: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror3. Grossed Out

Page 18: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror3. Grossed Out

Page 19: ADVANCED GAME DESIGN

HIERARCHY OF FEAR / DISCOMFORT

1. Terror2. Horror3. Grossed Out

Page 20: ADVANCED GAME DESIGN

STEPHEN KING’S HIERARCHY OF EMOTION

“I recognize terror as the finest emotion and so I will try to terrorize the reader. But if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud”

—Stephen King

Page 21: ADVANCED GAME DESIGN

HIERARCHY OF EMOTION

1. Surrealist Horror2. Terror3. Horror4. Grossed-Out

Page 22: ADVANCED GAME DESIGN

SURREALIST HORROR

Reality itself becomes warped but it is NOT EXPLAINED. Can only be interpreted.

There is a concrete cause (underlying logic) but it can’t be easily explained.

Emotional or paranoid logic rather than rational logic.

Page 23: ADVANCED GAME DESIGN

HIERARCHY OF EMOTION

1. Surrealist Horror2. Terror3. Horror4. Grossed-Out

Page 24: ADVANCED GAME DESIGN

HIERARCHY OF EMOTION

1. Surrealist Horror2. Terror3. Horror4. Grossed-Out

Page 25: ADVANCED GAME DESIGN

HIERARCHY OF EMOTION

1. Surrealist Horror Games2. Terror3. Horror4. Grossed-Out

Page 26: ADVANCED GAME DESIGN

YOUR GOAL IS TO DELIVER AN *EXPERIENCE*

A high quality experience trumps what we traditionally consider “good gameplay.”

Break familiar tropes and conventions to achieve a powerful experiential effect.