the	
  Experience(s)	
  o f	
   t he	
  Prince	
  o f	
  Persia	
  

                    Drew	
  Davidson	
  
            ...
  Narrative	
  Development	
  
  Game	
  Design	
  


  Design	
  
  Development	
  


  Literacy	
  and	
  Mastery	
...
  Played	
  the	
  game	
  2	
  times	
  	
  
  PS3	
  
  Some	
  GameFAQs	
  &	
  Wikipedia	
  
  Talked	
  with	
  F...
  Introduction	
  
  Playing	
  the	
  Game	
  
  Making	
  the	
  Game	
  


  Throughline	
  -­‐	
  Themes	
  
  Platform	
  and	
  Com...
  5	
  areas	
  	
  
       The	
  Vale,	
  Royal	
  Palace,	
  City	
  of	
  Light,	
  Ruined	
  Citadel	
  
       Te...
  Show	
  World	
  Map	
  
  Ubisoft	
  Montreal	
  
  Design	
  and	
  Development	
  
     Role	
  of	
  Level	
  Design	
  Director	
  
  Team...
  Reboot	
  of	
  Series	
  
  Art	
  Direction	
  
  After	
  Previous	
  Incarnation	
  


  Prince	
  of	
  Persia:...
  Destiny	
  vs.	
  Free	
  Will	
  
  Fate	
  vs.	
  Choice	
  
  Corrupt	
  vs.	
  Healing	
  
  Elika	
  
  Moving	
  through	
  Space	
  
      Combos	
  
      Two	
  Way	
  
  4	
  Power	
  Plates	
  
      Hand,	
  Brea...
  Platforming	
  into	
  an	
  area	
  
  Corrupted	
  
  Bosses	
  
      Hunter,	
  Warrior,	
  Concubine,	
  Alchemist	
  
      King/Father,	
  Ahriman	
 ...
  Boss	
  battle	
  
  Can’t	
  Die	
  
  Controversy	
  
  Opens	
  up	
  Game	
  to	
  more	
  Players	
  
  Elika	
  
  Integrate	
  ru...
  Power	
  Plates	
  
  Choice	
  at	
  End	
  
  Undo	
  all	
  You’ve	
  Done	
  
      PoP:	
  SoT	
  
  Ultimate	
  Mulligan	
  
  True...
  Endings	
  
  Interpret	
  &	
  Analyze	
  
  Design	
  &	
  Develop	
  
  Narrative	
  &	
  Gameplay	
  
  Flow	
  &	
  Meaning	
...
Playing a Game, Making a Game: the Experience(s) of Prince of Persia
Playing a Game, Making a Game: the Experience(s) of Prince of Persia
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 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.

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

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

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