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narrative and characters - PowerPoint Presentation

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narrative and characters - PPT Presentation

COMP 585185 Serious Games Narrative Game relationships Triggers Narrative Events InGame Events Player Events Story Models Linear Branching Foldback Emergent Linear stories Aesthetically ID: 524212

player character design characters character player characters design game story emotional specific avatar avatars attributes believable change physical hero visual narrative stories

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Slide1

narrative and characters

COMP 585/185: Serious

GamesSlide2

Narrative Slide3

Game relationships

Triggers

Narrative Events

In-Game Events

Player EventsSlide4

Story Models

Linear

Branching

Foldback

EmergentSlide5

Linear stories

Aesthetically

Greater emotional capability

Deny dramatic freedom

Practically

Require

less contentEngine simplerLess prone to bugs (absurdities)Slide6

branching stories

Aesthetically

Replayable

Harder to create specific emotions

Event influence

Advise player of significance

Deferred or cumulativePractically

Expensive and complexMerging

Number of endingsSlide7

Foldback stories

Inevitable events that create the story arc

Every play comes through them

Compromise between complexity and dramatic freedomSlide8

emergent stories

No storytelling engine

Story evolves strictly from player

actionsSlide9

considerations

Endings

Dramatic and premature

Multiplicity

Narrative granularitySlide10

Advancing the plot

Mechanisms

Challenges

Choices

Drama (time)

Journey

ToolsCut scenesDialogueSlide11

Three Act Play

Set up

Confrontation

ResolutionSlide12

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 boonVogler’s

versionSlide13

Resources

Tony

Hirst’s

Digital Worlds

Lee Sheldon,

Character Development and Storytelling for Games (2004)Slide14

CharactersSlide15

Shape shifter

Form changer

Threshold guardian

Progress delayer

Trickster

Mischief maker

Shadow

Ultimate evil

Herald

Used to facilitate change in the story

Character Archetypes

Hero

Outer problem is aim of game

Inner

problem is flaw or dark secret

Mentor

Guide character

Higher self

Hero as he aspires to be

Ally

Meant to aid the heroSlide16

Character Growth

Must include growth to have a meaningful story

Growth varies by genre

Must decide:

Which characters will grow

How they will grow

Implementation in game

Affect on

gameplayRepresentation to playerSlide17

Character GrowthSlide18

Goals of Character Design

Enhance story

Emotional response

Characters to identify with and care

about

Credible within the game styleSlide19

Goals of Character Design

Create characters that

people …

find

intriguing (even if a villain)

can

believe in

can identify withDistinctive enough to be memorableSlide20

Player-Designed Avatars

Flexibility differs by genre

Role-playing games usually greatest

Race, sex, hair, physical attributes, etc.

Typically no personality but what is created

Goal is tools for players to create

themselvesSlide21

Nonspecific Avatars

Designer doesn’t specify anything

Text-based adventure games

Allows very tight connection between player and avatar

Half-Life

’s Gordon Freeman

Limiting for designerSlide22

Specific Avatars

Goals

Personality of their own

Belong in the game

Begins with visual depiction

Player’s relationship more complex

Identify with, not become

In extreme, avatar can reject player’s guidance

The Longest Journey’s April RyanSlide23

Semi-Specific Avatars

Only partially characterized

Better to make cartoonish

Common with action game avatars

Mario

Lara Croft

“Beyond the bare facts of her biography, her perfect vacuity means we can make Lara Croft into whoever we want her to be.” – Steven Pool, “Lara’s Story”Slide24

Controlling avatars

Indirect (“point and click”)

Doesn’t steer avatar, points to where to go. Player as disembodied guide friend

More likely specific avatar

Direct

Player steers avatar through game world, doing a variety of actions as necessary

More likely nonspecific or semi-specificSlide25

Designing the Avatar

Nonspecific, semi-specific or specific

Visual, psychological, social

Direct or indirect control

Goal: character the player can identify with qualities can appreciateSlide26

Art-Driven Character Design

Creating a character by first thinking about his visual appearance

Visual design

Character physical types

Physical design

Defining attributes

SidekicksSlide27

Visual Design

Realism doesn’t matter, self-consistency does

Pac-Man

Lara Croft

Purely artistic characters tend to be more superficial and one-dimensional

Lets the player impose his own personalitySlide28

Character Physical Types

Humanoids

Non-humanoids

HybridsSlide29

Physical Design

Methods to attract

Hypersexualization

Cuteness

Cartoonlike qualities

Cool, tough, cute, goofy

Culture differences in art styles

Japanese: large eyes and tiny/huge mouths

Cute faces with sexually provocative

women

European: often ugly and strange to AmericansSlide30

Defining Attributes

Clothing, weapons, symbolic objects, name

Color palette reflects character’s attitudes or emotional temperament

Superman, upholder of “truth, justice, and the American way”: bright/cheery, American flag

Batman, Dark Knight of Gotham City (grittier, more run-down than Metropolis): somberSlide31

Sidekicks

Most prominent common element in game design

Combine qualities (e.g

.,

tough with cute) to provide variety and comic relief

Benefits

Give player additional moves and actions

Extend emotional range of game

Can give player information they couldn’t get otherwiseSlide32

Story-Driven Character Design

Starting with the story behind the character and developing his traits and personality before considering his appearance

Character dimensionality

Language & accent

Developing believable characters

Character growth

Character archetypesSlide33

Character Dimensionality

Zero-dimensional

May display only discrete emotional states

One-dimensional

Have only a single variable to characterize a changing feeling or attitude

Two-dimensional

Have multiple non-conflicting

variables that express their impulses

Three-dimensional

Have multiple emotional states that

can produce conflicting impulsesSlide34

Language & Accent

Key cue to character’s personality

Vocabulary – age, social class, education

Grammar and sentence construction – education and class

Accent – place of origin and social class

Delivery (speed and tone) – excitement, boredom, anxiety, suspicion, attitude or emotional state

Vocal quirks – distinguishing

Sound effects also tell about personality

Confirm player’s command

Signal injury, damage, death

Pitch describesSlide35

Believable Characters

Major characters need rich personalities

Answer many questions about them

Where was he born?

What is his education?

What are his favorite activities?

What were his biggest triumphs in life?

What are his interesting or important possessions?

Etc.

Show through appearance, language, and behaviorSlide36

Believable Characters

Attributes – location, health, relationships, etc.

Can change as the player plays the game

Status attributes: change frequently and by large amounts

Characterization attributes: change infrequently and only by small amounts or not at allSlide37

Believable Characters

Three golden guidelines to developing effective, believable characters

Needs to intrigue the player

Needs to get the player to like him

Needs to change and grow according to experience