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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

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game features
Game Features
  • Storytelling
  • Characters
  • Gameplay
  • Levels
  • Logic
storytelling plot structure
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 structure3
Storytelling/Plot Structure
  • Freytag’s Pyramid
traditional story elements
Traditional Story Elements
  • Premise
  • Backstory
  • Storyline
  • Themes
  • Settings
  • Characters
character archetypes
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
Character Style
  • Visual
    • Angular/Color/Proportions/etc.
    • Dialog
    • Movement
      • Signature
      • Idle
      • Walking/Animation Cycles
character appearance
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
character appearance8
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
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
Game Story Devices
  • Interactivity
  • Non-linearity
  • Player control
    • Customization, mods
  • Collaboration
  • Immersion
    • Cut scenes/cinematics?
  • Scripted Events
  • Gameplay
gameplay elements
Gameplay Elements
  • Rules
  • Victory Conditions
  • Loss Conditions
  • Interactivity
  • Challenges/Goals
  • Balance
gameplay challenges
Gameplay Challenges
  • Implicit v. Explicit
  • Imperfect information
  • Intrinsic v. Extrinsic Knowledge
  • Pattern recognition and Matching
  • Spatial Awareness
  • Micromanagement
  • Reaction Time
gameplay goals
Gameplay Goals
  • Advancement
  • Race
  • Puzzle-solving
  • Exploration
  • Conflict
  • Capture
  • Chase
  • Organization
  • Escape
  • Taboo
  • Construction
  • Solution
  • Outwit
balanced gameplay
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
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