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This comprehensive guide explores the fundamental aspects of storytelling in video games. It examines traditional narrative structures like Freytag's Pyramid and the Hero's Journey, highlighting character archetypes such as the Mentor and Trickster. The text delves into gameplay elements, including interactivity, balance, and progression, and how they influence player engagement. With insights on character design, conflict resolution, and the effective use of plot devices, this resource is essential for game designers seeking to create immersive narratives that captivate players.
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Game Features • Storytelling • Characters • Gameplay • Levels • Logic
Storytelling/Plot Structure • Three-Act • Act I- Character Problem (action) • Act II- Obstacles • Act III - Resolution • Monomyth/Hero’s Journey/Writer’s Journey • Ordinary World • Call to adventure • Refusal of the call • Meeting the mentor • Crossing the first threshold • Tests, allies, enemies • Approach to Supreme ordeal • Reward • The road back • Resurection • Return
Storytelling/Plot Structure • Freytag’s Pyramid
Traditional Story Elements • Premise • Backstory • Storyline • Themes • Settings • Characters
Character Archetypes • Jungian • Hero/Protagonist • Shadow/Antagonist • Transformational/Mistaken/Exxagerated/Realistic • Mentor • Allies • Guardian • Trickster • Herald • Development levels (Maslow’s hierarchy of needs) • Intrapersonal • Interpersonal • Team • Community • Humanity
Character Style • Visual • Angular/Color/Proportions/etc. • Dialog • Movement • Signature • Idle • Walking/Animation Cycles
Proportions help dictate personality Head height/width Normal man: 6-7 tall, 3 wide Exaggerated hero/tough guy: 8-9 tall, 3-4 wide Wimp: 4-5 tall, 2-3 wide Kids/Cute: 3 tall, 1-2 wide Character Appearance
Shape dictates helps character Circle = soft, cuddly, pleasing, dopey, fat Rectangle = strong, dependable, solid The more square, the more dumb Triangle/angular = active, aggressive, evil Character Appearance
Traditional Plot Devices • Plot Goals/Devices • Balancing Conflict • Shifting Focus • Foreshadowing Events • Suspension of Disbelief/Realism (magical, etc.) • Quest • Plot dump/flashback/foreshadowing • Cliffhanger/Deathtrap/Sexual Tension • Stock characters/Villians • Deus ex machina • Story within a story • Breaking the fourth wall
Game Story Devices • Interactivity • Non-linearity • Player control • Customization, mods • Collaboration • Immersion • Cut scenes/cinematics? • Scripted Events • Gameplay
Gameplay Elements • Rules • Victory Conditions • Loss Conditions • Interactivity • Challenges/Goals • Balance
Gameplay Challenges • Implicit v. Explicit • Imperfect information • Intrinsic v. Extrinsic Knowledge • Pattern recognition and Matching • Spatial Awareness • Micromanagement • Reaction Time
Gameplay Goals • Advancement • Race • Puzzle-solving • Exploration • Conflict • Capture • Chase • Organization • Escape • Taboo • Construction • Solution • Outwit
Balanced Gameplay • Goals • Consistent challenges • Perceivable fair play • No stagnation • Importance of play/decisions • Difficulty levels • Methods • Static Balance • Obvious strategies • Symmetry (Transitive vs. Intransitive) • Trade-offs • Combination • Feedback (positive & negative) • Dynamic Balance • Destroy/Maintain/Restore
Game Progression: Levels • Structure • Goal • Flow • Duration • Availability • Relationship • Progression • Time • Authentic/Variable/Altered/Limited/Player • Physical • Camera/Viewpoint • ScaleBoundaries • Visual Realism/Sylized • Behavioral Realism • Physics/Scripting/AI