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Game Design (1) Pertemuan 8 Matakuliah: T0944-Game Design and Programming Tahun: 2010.

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Presentation on theme: "Game Design (1) Pertemuan 8 Matakuliah: T0944-Game Design and Programming Tahun: 2010."— Presentation transcript:

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2 Game Design (1) Pertemuan 8 Matakuliah: T0944-Game Design and Programming Tahun: 2010

3 Game Design Game Setting and World Storytelling and Narrative Character Development

4 Game Setting and World To someone who’s playing a game for the first time, the setting is vital to creating and sustaining player’s interest. “Graphic versus Game-play” debate Immersive ness and Suspension of disbelief The importance of harmony

5 The Dimension of a Game World The Physical Dimension –Dimensionality –Scale –Boundaries The Temporal Dimension –Variable Time –Anomalous Time –Letting the Player Adjust Time

6 The Dimension of a Game World The Environmental Dimension –Cultural context –Physical Surroundings –Detail –Defining a style –Overused Settings –Source of Inspiration

7 The Dimension of a Game World The Emotional Dimension –Limitation of fun The Ethical Dimension –Game violence

8 Game Setting and World Realism versus Abstraction The Save-Game Issue

9 Storytelling and Narrative The Story Spectrum No Story Arcade Game Strategy Game FPS Game RPG/Adventure Game Story-based Game-play Increasing Importance of Story to Gameplay Increasing game Complexity

10 Storytelling and Narrative Christopher Vogler’s hero’s journey: –The ordinary world –The call to adventure –The refusal of the call –The meeting with the mentor –Crossing the first threshold –Tests, allies, and enemies –The approach to the innermost cave –The ordeal –The reward –The road back –The resurrection –The return with the reward

11 Circular Story Form Act 1 Act 2 Act 3 Ordinary World Call to Adventure Refusal Meeting the Mentor Crossing the First Threshold Test, Allies, and Enemies Approach to the Innermost Cave Ordeal Reward The Road Back Resurrection Return with the Reward

12 Plot Pacing Act 1Act 2Act 3 First Threshold Ordeal Climax The Road Back Delayed crisis in a three-act story Delayed Crisis Act 1Act 2Act 3 First Threshold Ordeal Climax The Road Back Central crisis in a three-act story Central Crisis

13 Storytelling and Narrative Balancing Narrative and Game-play Multi-Part Stories –Series –Serials –Episodic Delivery

14 Character Development Art-Driven Character Design –Visual Design –Physical Design and Super-Sensuality –Cute Sidekicks

15 Character Development Story-Driven Character Design –The character needs to intrigue the player –The character needs to get the player to like him –The character needs to change and grow according to experience.

16 Growth of Character Act 1 Act 2 Act 3 Limited Awareness Increased Awareness Reluctance to Change Overcoming Committing Experimenting Preparing Big Change Consequences Rededication Final Attempt Mastery

17 Character Development Character Archetypes –Hero –Mentor –Higher Self –Allies –Shape Shifter –Threshold Guardian –Trickster –Shadow –Herald


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