Scale Scale refers to both the absolute size of the physical space represented, as measured in units
Boundaries A line that marks the limits of an area; a dividing line.
The Temporal Dimension Variable Time Anomalous Time Letting the Player Adjust time
The Environmental Dimension Cultural Context Physical Surrondings Detail Defining a Style Overused Settings Sources of Inspiration
The Emotional Design Influencing the Players Feelings Limitations of Fun You cant Paint Emotion by Numbers
Design Rule: Avoid Implausible Extremes Don’t make your game about the fate of the world if you are serious about producing emotional resonance with your audience; the fate of the world is too big to grasp. Make your game about the fate of people instead.
The Ethical Dimension Moral Decision- Making Violence in video games
Moral Decision Making Simple Ethics: Clobber the bad guys, protect the good Preachy material can be off putting Difficult decisions are at the heart of good story telling
The Peculiar Morality of America’s Army Teaches how real soldiers are meant to fight in two ways Players must act in conformance of the actual disciplinary requirements Both Sides see them selves as US soldiers (perspective)
Violence in Video Games
Realism Simplification of the real world Can have realistic graphics but unrealistic physics Let R rep. Realism 0 <= R < 1 (cannot equal 1, no game can be entirely realistic)
The End (of Chapter 4)
Bibliography Adams, Ernest. Fundamentals of Game Design. Berkeley, CA : New Riders, September 14, 2009 Pictures – b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg – – – – – – –