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Playing a Game, Making a Game: the Experience(s) of Prince of Persia
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Playing a Game, Making a Game: the Experience(s) of Prince of Persia

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With this presentation, we will discuss the experience of playing the latest Prince of Persia video game along with discussing the experience of designing and developing the game. Sequences in the …

With this presentation, we will discuss the experience of playing the latest Prince of Persia video game along with discussing the experience of designing and developing the game. Sequences in the game will be played and analyzed in detail in order to illustrate and interpret how the various components of the game come together to create a fulfilling playing experience. We will look at the narrative development and game design, highlight overarching themes and gameplay mechanics. We are going to alternate between sharing insights from the playing experience, and then explore the design and development process as well. Well Played 1.0 is a recent book with a group of authors performing similar analyses of various video games. The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.

Published in: Entertainment & Humor

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Transcript

  • 1. the  Experience(s)  o f   t he  Prince  o f  Persia   Drew  Davidson   Francois  Emery   James  Paul  Gee  
  • 2.   Narrative  Development     Game  Design     Design     Development     Literacy  and  Mastery  of  Gameplay  
  • 3.   Played  the  game  2  times       PS3     Some  GameFAQs  &  Wikipedia     Talked  with  Francois     Spoiler  Alert!  
  • 4.   Introduction  
  • 5.   Playing  the  Game     Making  the  Game     Throughline  -­‐  Themes     Platform  and  Combat     Mulligans     Endings  
  • 6.   5  areas       The  Vale,  Royal  Palace,  City  of  Light,  Ruined  Citadel     Temple     20  levels     6  boss  battles     Light  Seeds  and  4  Power  Plates     Multi-­‐Linear,  @  10-­‐15  hours     PS3,  XBOX360,  PC  
  • 7.   Show  World  Map  
  • 8.   Ubisoft  Montreal     Design  and  Development     Role  of  Level  Design  Director     Team  Building     World  Building     08  Holiday  Release     Awards,  Nominations  and  Lists  
  • 9.   Reboot  of  Series     Art  Direction     After  Previous  Incarnation     Prince  of  Persia:  Sands  of  Time  
  • 10.   Destiny  vs.  Free  Will     Fate  vs.  Choice     Corrupt  vs.  Healing     Elika  
  • 11.   Moving  through  Space     Combos     Two  Way     4  Power  Plates     Hand,  Breath,  Wind,  Step     Corruption  and  Healing     Teleport     Elika  
  • 12.   Platforming  into  an  area  
  • 13.   Corrupted     Bosses     Hunter,  Warrior,  Concubine,  Alchemist     King/Father,  Ahriman     Combos     Sword,  Gauntlet,  Acrobatic,  Aerial,  Throw     Quick  Time  Events     Elika  
  • 14.   Boss  battle  
  • 15.   Can’t  Die     Controversy     Opens  up  Game  to  more  Players     Elika     Integrate  rules  with  fiction     PoP:  SoT  
  • 16.   Power  Plates  
  • 17.   Choice  at  End     Undo  all  You’ve  Done     PoP:  SoT     Ultimate  Mulligan     True  Choice?     Elika  &  Epilogue  
  • 18.   Endings  
  • 19.   Interpret  &  Analyze     Design  &  Develop     Narrative  &  Gameplay     Flow  &  Meaning     Ludic  Narrans     Well  Played     http://etc.cmu.edu/etcpress/wellplayed1.0/