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Game story design Game levels design Fitting game levels into game story

Game Design. Game story design Game levels design Fitting game levels into game story. Game Design: Hero’s Journey. Hero’s Journey A trip of a central character that resolves a problem Saving the world? Simplicity Everyone knows the stories about heroes; story books, movies

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Game story design Game levels design Fitting game levels into game story

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  1. Game Design • Game story design • Game levels design • Fitting game levels into game story

  2. Game Design: Hero’s Journey • Hero’s Journey • A trip of a central character that resolves a problem • Saving the world? • Simplicity • Everyone knows the stories about heroes; story books, movies • Ref: http://www.gamasutra.com/features/20001127/dunniway_02.htm • by Troy Dunniway, last visit: 10 May 2008

  3. Kinds of Hero archetypes (原型) • Classic heroic hero • Willing and unwilling heroes • Group orientated and loner heroes • Anti-heroes • Tragic heroes • Trickster heroes (策略家) • Combination • Illusion • Main character? Single? A group of people?

  4. The Benefits of the Journey • Point of view of the story := player’s character’s point of view • Player’s character getting bored if he was not heroic • Reluctant to do missions • No turning back; must move forward • Fast and easy to outline an initial story • Formula • Fast convergence to a final story structure

  5. Variations of the Journey Classical approach Modern and practical approach

  6. Hero’s Journey: Classical Approach A summary and modernization of ancient mythology and stories

  7. Hero’s Journey: Modern and Practical Approach A summary and modern analysis of Campbell's work

  8. A Nine-act Story Act 0: Back-story Act I: Introduction: The Ordinary World The Call to Adventure Act II: Something bad happens: The Reluctant Hero The Wise Old Man Act III: Commitment: Into the Special Fantasy World Act IV: Go for the Wrong Goal: Tests, Allies, & Enemies The Inmost Cave - Second Threshold The Supreme Ordeal Act V: Reversal (逆轉): Seizing the Sword – Reward Act VI: Go for the new Goal: The Road Back Act VII: Resolution: Resurrection Act VIII: Return - Ending

  9. Game Design • Follow the nine-act story structure • Hero’s journey • Game level layout • Fit into the nine-act story structure • Fit level into the structure

  10. Game Level Design

  11. Summary • View from the player’s point of view • Let the player engage in the game • Surprise, interesting, entertaining • Heroic • Great graphics?

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