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Levels and narrative Levels and narrative

Levels and narrative - PowerPoint Presentation

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Uploaded On 2016-09-06

Levels and narrative - PPT Presentation

Levels What is a level Why do we use them How do you distinguish them Should there be a final level Games that use them well Questions Way to break up a game For developers Development simplification ID: 461886

stories games story levels games stories levels story world player narrative events adventure storytelling dramatic boon branching aesthetically computer

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Presentation Transcript

Slide1

Levels and narrativeSlide2

LevelsSlide3

What is a level?

Why do we use them?

How do you distinguish them?

Should there be a final level?

Games that use them well?

QuestionsSlide4

Way to break up a game

For developers

Development simplification

How different should they be?

How important is progressive difficulty?

Benefits to players

AccomplishmentLearning

LevelsSlide5

Transitions

Cut scenes

Travel

Consistency and differentiation

Includes all world aspects

Levels in world gamesSlide6

Making it harder

Ability to start at any level

Serious games

Content

Gameplay

Levels in casual gamesSlide7

narrativeSlide8

why stories in computer Games?

Reach emotion, not just adrenaline

Key in all well-crafted entertainment

More specifically

Add to entertainment value

Wider audience

Keep interest

MarketingSlide9

stories in computer Games

Are these the first interactive stories?

NO. Audience participation!

What does the player want?

New experience

New place

New person

New activity

Recommendation: learn good storytelling rulesSlide10

How much story do you need?

genre

Considerations

Arcade games

Strategy games

First person shooter

RPG, adventure

Length

Characters

Realism

Emotional richnessSlide11

Game relationships

Triggers

Narrative Events

In-Game Events

Player EventsSlide12

Story Models

Linear

Branching

Foldback

EmergentSlide13

Linear stories

Aesthetically

Greater emotional capability

Deny dramatic freedom

Practically

Require less content

Engine simpler

Less prone to bugs (absurdities)Slide14

branching stories

Aesthetically

Replayable

Harder to create specific emotions

Event influence

Advise player of significance

Deferred or cumulative

Practically

Expensive and complex

Merging

Number of endingsSlide15

Foldback stories

Inevitable events that create the story arc

Every play comes through them

Compromise between complexity and dramatic freedomSlide16

emergent stories

No storytelling engine

Story evolves strictly from player actions

MUDs

LambdaMOO

:

A Rape in CyberspaceSlide17

considerations

Endings

Dramatic and premature

Multiplicity

Narrative granularitySlide18

Advancing the plot

Mechanisms

Challenges

Choices

Drama (time)

Journey

ToolsCut scenes

DialogueSlide19

Three Act Play

Set up

Confrontation

ResolutionSlide20

hero’s journey (campbell

1949)

A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.

Call to adventure

Road of trials

Boon

Return to the ordinary world

Application of the boon

Vogler’s

versionSlide21

Resources

Interactive Fiction

Tony

Hirst’s

Digital Worlds

Lee Sheldon, Character Development and Storytelling for Games

(2004)

Today’s MMORPGs