Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
9. 9
Emergenceis the primordial game structure, where a game is specified as a
small number of rules that combine and yield large numbers of game
variations, which the players then design strategies for dealing with. This is found in card
and board games and in most action and all strategy games. Emergence games tend to be
replayable and tend to foster tournaments and strategy guides.
Progressionis the historically newer structure that entered the computer game
through the adventure genre. In progression games, the player has to perform a
predefined set of actions in order to complete the game. One feature of
the progression game is that it yields strong control to the game designer: Since the designer
controls the sequence of events, this is also where we find the games with cinematic or
storytelling ambitions. This leads to the infamous experience of playing a game "on a rail",
i.e. where the work of the player is simply to perform the correct pre-defined moves in
order to advance the game. Progression games have walkthroughs, specifying all the actions
needed to complete the game.
16. Oh how nice it is to work as a
slave for this multinational
http://unmanned.molleindustria.org/
16
17. Playfied solutions
“Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences.
Techniology of “fitting better”: technology for control (Foucault).
Game play is instrumental to an external goal.
28. The Magic Circle: Huizinga, Johan. 1971. Homo Ludens: A Study of the Play Element in Culture. Boston:
Beacon Press.
29. Which story?
- user gameplay story
- learning story
- author scripted story
- game generated story
- describing the game (story as ux tool)
Distinguish: emergent narrative vs. embedded narrative.
30. Classical media is not interactive: depends how you look at it.There is a
branching reality, and videogames are rarely truly interactive.
http://gamamoto.com/2011/11/08/storytelling-and-video-games/
31. “If one understands that
storytelling for games
has little or nothing to
do with interactive
storytelling one has
already saved oneself a
lot of trouble.”
It goes in many directions.
39. Pinball game hermeneutics.
Progressive views:
1.Just keep the ball in play
2.Make point rich hits
3.Reach goals
4.Complete the story
5.Solo not fun any more.
Can be fun just to show off
(high scores, show to friends).
40. Games vocabulary:article “Formal Abstract Design Tools,” designer Doug Church
http://www.gamasutra.com/view/feature/131764/formal_abstract_design_tools.php
41. Game are made of loops
To analyze the mechanics of a game, you got to find the loops.
43. Stick
to
basics
These are some of the mechanics – plus status competition …
This is very important in order to establish deep contact with your users:find the deep motivation.
44. Is this simple mechanic union relevant only for classical games?
Union of drawing – racing
45. Drawing with your finger on the iPad is nice. Racing with small cars is beautiful.
46. “This game is engaging, its fun”
Engagement can be caused by disparate reasons:
1. Engagement because of s fun base mechanic
2. Engagement by using a virtual world projection mechanics
Engaging design is ambiguous:can mean engaging by using a base mechanic (flipper, tower defence),
or by using a virtual world projection mechanics
48. “Fun is
about
learning in a
context
where there
is no
pressure”
But in school there is, and there has to be, pressure.There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
49. The flow
The blurry edge between challenging and too difficoult.
There is the flow.We are tackling the tip of something complex.When we are
kept at the margin of our abilities – it’s the flow graph. So its complex,
there are exceptions everywhere.
52. Fun is learning - but
learning is not always
fun.
“Fun is a feedback we
get in the mind when
absorbing patterns for
learning purposes” -
Koster
From “Theory of Fun”
65. From “a game on Da Vinci” : Summer 2011. A
decent proto will be ready MAYBE end 2013.
66. Find a theme that it taught in
school and that you like. And that
maybe you don’t like how it is
being thought. Reach as far as
you can in this scheme:
Your turn.