LAFS Game Mechanics - Narrative Elements

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NARRATIVE ELEMENTS Level 8 David Mullich Game Mechanics The Los Angeles Film School

Transcript of LAFS Game Mechanics - Narrative Elements

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NARRATIVE ELEMENTSLevel 8

David MullichGame MechanicsThe Los Angeles Film School

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Remember This?

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Narrative Structures

The structure of stories that are unfolded by playing the game.

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Narrative Structure Design Considerations What are the characters and their goals? What ultra-powerful events provide dramatic points and

challenges? What irreversible actions are required for the story to

progress? How much knowledge do players have of the events to

come? What changing player abilities enable the narrative

structure? Are there any illusionary rewards that describe the game

world through storytelling?

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EMOTIONAL IMMERSION

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Immersion

Seizing the players’ attention and focus in a game world or in the activity of play.

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Immersion Design Considerations Is the immersion cognitive? Is it spatial? Is it sensory-motor? Is it emotional?

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Anticipation

The feeling of being able to predict future game events in the games to which one has emotional attachments.

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Anticipation Design Considerations Is anticipation created through the narrative

structure or through the developing game state?

What provides the required immersion for the anticipation to take place?

What are the predictable consequences associated with the immersion?

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Tension

The feeling of caring about the outcome of actions or events in a game without having full control over them.

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Tension Design Considerations Is damage or other penalties inflicted on players? Does the narrative provide tension through

uncertainty of information? Do player goals have time limits? Are players’ powers restricted? Are players forced to make commitments without

being able to affect outcome? Is there social interaction where players rely on

the others’ actions?

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STORY-TELLING

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Story Telling

The act of telling stories within a game.

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Storytelling Design Considerations

Is the storytelling done by a game master or by the players?

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Cut Scenes

Sequences of story-telling where players cannot act within the game.

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Cut Scene Design Considerations

Where do the cut scenes appear? What information do they convey to the

player? Is their sequence pre-determined, or can

the order vary based on the game state?

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Ultra-Powerful Events

Events that cannot be affected by player actions.

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Ultra-Powerful Events Design Considerations What is the event that the player cannot

affect once it unfolds? Can the player affect why and when the

event starts? What are the consequences of the event? Are those consequences predictable for

the player?

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High-Level Closures

Closures that become increasingly more important as the game is played.

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High-Level Closures Design Considerations Is there a hierarchy of goals? Does the consequence of succeeding or

failing at the same goal become more important each time?

Is the closure high-level due to progression or narrative structure?

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CHARACTERS

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Characters

Abstract representation of persons in the game.

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Character Design Considerations Does the game provide created characters

or do players create their own characters? Does the game have character

development, and if so, how can players affect it?

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Identification

The characters or parts of a game with which players identify.

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Identification Design Considerations

Are players in control of characters or avatars?

Can players identify with other characters in the narrative structure?

Can players identify with other players in a persistent game world?

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Character Development

The improvements of character’s skills and knowledge.

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Character Development Design Considerations What causes the character’s development? What effect does this development have?

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Planned Character Development

Where character development is under a player’s control and can be planned.

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Planned Character Development Design Considerations What options are players given for

developing their characters? What goals are required to use those

options?

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CREATIVE CONTROL

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Creative Control

Players have the ability to be creative within the game world.

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Creative Control Design Considerations Is the creative control within the game state

or is it extra-game consequences?

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Freedom of Choice

Players have the ability to make choices in the game.

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Freedom of Choice Design Considerations What actions are possible for the players? What can players do with those actions? How do those actions affect the the results

in the game? Can the players choose their own goals?

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Illusion of Influence

Players feel that they can influence the outcome of the game, regardless of whether that is correct.

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Illusion of Influence Design Considerations Can players choose which events should

occur in the game? Can players create objects or events in the

game? Can randomness give players a feeling of

luck?

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MORE GOALS

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Capture

The goal where the end result is the elimination or change of ownership of an actively resisting goal object.

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Capture Design Considerations What game element must be captured? What game element(s) can do the

capturing? What action is used to capture the game

element? Is the aim to eliminate or gain ownership?

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Guard

The goal to hinder other players or game elements from accessing a particular area in the game or a particular game element.

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Guard Design Considerations What is the objective to be guarded? Is the objective guarded actively or

passively (or both)?

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Choose one of the following games to play:

CAPTURE Forbidden Island (2-4p, 30m) Parcheesi (2-4p, 30-60+m) Scotland Yard (3-6p, 45m) (Capture)

GUARD Ghost Stories (1-4p, 60m) Star Trek: Expeditions (1-4p, 60m)

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Group Quest

Design an analog game prototype using mechanics supporting one of the following goals: Capture Guard

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Research and use the LMS to report on games using narrative elements discussed in class.

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