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Level 8
David Mullich
Game Mechanics
The Los Angeles Film School
Randomness
 Randomness
 Luck
 Surprises
 Easter Eggs
Decision-Making
 Predictable Consequences
 Perceived Chance To Succeed
 Trade-Offs
Risk and Reward
 Rewards
 Illusionary Rewards
 Penalties
 Risk-Reward Decision
Remember This?
Narrative Structures
The structure of stories that are unfolded by
playing the game.
Elements Providing Narrative
Structure
 Information About Future Events
 Characters and their Goals
 Changing Character Abilities
 Limited Set of Actions
 Irreversible Actions
 Illusionary Rewards
 Cut Scenes
 Ultra Powerful Events
 And…
Narrative Mechanics
Extra Credits: How Games Can Express An Idea Using Only Their Mechanics
What Was The Main Message Of This
Video?
Why Designers Use Narrative
Structures
 Explain
 Player Goals
 Game Reality Logic
 Game World Changes
 Balances Level of Complexity
 Encourages Emotional Immersion
Warning! May conflict with:
 Freedom of Choice
 Illusion of Influence
 Player-Defined Goals
Gameplay Immersion
Seizing the players’ attention and focus in a
game world or in the activity of play.
Contributors to Gameplay Immersion
 Game World
 Consistent Reality Logic
 Freedom of Choice
 Smooth Learning Curves
Types of Gameplay Immersion
 Cognitive
 Spatial
 Sensory-Motor
 Emotional
Disruptors of Immersion
 Downtime
 Save-Load Cycles
 Book-Keeping Tokens
 Status Indicators
 Invisible Walls
 Attention Disruption
Anticipation
The feeling of being able to predict future game
events in the games to which one has emotional
attachments.
Sources of Anticipation
Narrative Structure:
 Illusionary Rewards
 Ultra-Powerful Game Events
 Character Development
Game State:
 Predictable Consequences
 Delayed Effects
 Rewards
Procedures
 Turn-Taking
 Downtime
 Player Defined-Goals
Tension
The feeling of caring about the outcome of
actions or events in a game without having full
control over them.
Tension
Narrative Structure:
 Illusionary Rewards
 Ultra-Powerful Game Events
 Cut Scenes
 Surprises
 Leaps of Faith
 Player Ability Losses
 Enemies
 Deadly Traps
 Competition
 Betrayal
 Bluffing
 Red Herrings
 Attention Swapping
Game State:
 Uncertainty of Information
 Delayed Effects
 Penalties
 Combat
 Shrinking Game World
 Time Limits
Procedures
 Turn-Taking
 Downtime
 Player-Decided Distribution of
Rewards
How are the similarities and differences
between Anticipation and Tension?
Characters
Abstract representation of persons in the
game.
Why Designers Use Characters
 Serves as Focus Loci
 Encourages Emotional Immersion and
Identification
 Richer Narrative Structure
Character Design Considerations
 Does the game provide created characters
or do players create their own characters?
Character Development
The improvements of character’s skills and
knowledge.
Why Designers Use Character
Development
 Advancement through Narrative Structure
 Improved Abilities
 Varied Gameplay
 Player-Defined Goals
 Perceived Chance to Succeed
Warning! Can cause:
 Disruption of Player Balance
Character Development Design
Considerations
 Causes
 Game-Controlled Rewards
 Player-Controlled Investments
 Effect
 New/Improved Abilities
 Ability Losses
 Extra-Game Consequences
Player-Controlled Character
Development
Where character development is under a
player’s control and can be planned.
Player Controlled Character
Development
 Encourages
 Player-Defined Goals in Competency Areas
 Provides
 Freedom of Choice
 Creative Control
 Emotional Immersion
 Encourages
 Identification
 Strategic Planning
Warning! Can conflict with:
 Narrative Structure
Player Controlled Character Development
Design Considerations
 What options are players given for
developing their characters?
 What goals are required to use those
options?
Role-Playing
Players having characters with somewhat fleshed-out
personalities. The play is centered on making decisions
on how the characters would react in staged imaginary
situations.
Why Designers Use Role-Playing
Encourages:
 Social Interaction
 Emotional Immersion
 Story Telling
 Alternative Reality
Affects:
 Team Play
 Narrative Structures
What Makes Us Role-Play?
Extra Credits: Why game worlds feel real
What Was The Main Message Of This
Video?
Role-Playing Design Considerations
 What are the consequences of a player’s
character behaving in certain ways?
 How do character’s actions affect the game
world in a permanent way?
Creative Control
Players have the ability to be creative within
the game world.
Why Designers Allow Creative
Control
 Emotional Immersion
 Empowerment
 Investment
 Ownership
 Social Status
Sources of Creative Control
 Storytelling and Role-Playing
 Construction
 Player-Defined Goals
 Planned Character Development
 Player-Constructed Worlds
Illusion of Influence
Players feel that they can influence the outcome
of the game, regardless of whether that is
correct.
Requirements For Influence
 Smooth Learning Curves
 Right Level of Difficulty (or Randomness)
 Perceived Chance to Succeed
Illusion of Influence Design
Considerations
 Can players choose which events should
occur in the game?
 Can players create objects or events in the
game?
 Can randomness give players a feeling of
luck?
Freedom of Choice
Players have the ability to make choices in
the game.
Freedom of Choice Requirements
 Illusion of Influence
 Perceived Chance to Succeed
 Seemingly Different Effects for Each
Choice
Why Designers Allow Freedom of
Choice
 Cognitive Immersion
 Strategic Planning
 Perceived Chance to Succeed
 Risk-Reward Trade-Offs
 Emotional Immersion
 Empowerment
 Replayablity
 Varied Gameplay
Warning! Can cause:
 Analysis Paralysis
Freedom of Choice Design
Considerations
 What actions are possible for the players?
 What can players do with those actions?
 How do those actions affect the the results
in the game?
 Can the players choose their own goals?
Story Telling
The act of player’s telling stories within a
game.
Why Designers Use Storytelling
Provides:
 Narrative Structures
 Freedom of Choice
 Creative Control
 Emotional Immersion
Encourages:
 Role-playing
 Social Interaction
 Strategic Knowledge
 Player-Decided Results
 Extra-Game Actions (Bragging)
 Game Mastery
Storytelling Design Considerations
 Is the storytelling done by a game master
or by the players?
Capture
The goal where the end result is the elimination
or change of ownership of an actively resisting
goal object.
Ways To Capture
 Alignment
 Configuration
 Enclosure
 Contact
 Connection
 Combat
Why Designers Use Capture Goals
 Gain Ownership
 Transfer of Control
 Support Eliminate Goal
 Prevent Other Player’s Evade Goals
Capture Design Considerations
 What game element must be captured?
 What game element(s) can do the
capturing?
 What action is used to capture the game
element?
 Is the aim to eliminate or gain ownership?
Guard
The goal to hinder other players or game
elements from accessing a particular area in the
game or a particular game element.
Why Designers Use Guard Goals
 Promote Ownership
 Encourage Strategic Planning
 Prevent Other Player’s Rescue Goals
Guard Design Considerations
 What is the objective to be guarded?
 Is the objective guarded actively or
passively (or both)?
Choose one of the following games to play:
CAPTURE
 Arabian Knights (2-6p, 120m)
 Cosmic Encounter (3-5p, 60-120m)

GUARD
 Ghost Stories (1-4p, 60m)
 Shadows of Camelot (3-7p, 60-90m)
 Star Trek: Expeditions (1-4p, 60m)
Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
 Capture
 Guard
Cut Scenes
Sequences of story-telling where players
cannot act within the game.
Cut Scenes
Extra Credits: Cutscenes
What Was The Main Message Of This
Video?
How To Use Cut Scenes Appropriately
 Reinforce the powerlessness of the player.
 Contextualize gameplay
Warning! Can cause:
 Downtime
 Disruption of:
 Focused Attention
 Illusion of Influence
Cut Scene Design Considerations
 Where do the cut scenes appear?
 What information do they convey to the
player?
 Is their sequence pre-determined, or can
the order vary based on the game state?
Ultra-Powerful Events
Events that cannot be affected by player
actions.
Forms of Ultra Powerful Events
 Cut Scenes
 Deadly Traps
 Controllers
 Moving Platforms
 Shrinking Game Worlds
Why Designers Use Ultra-Powerful
Events
 Enforce Narrative Structure
 Provide Anticipation
 Turn Actions into Irreversible Actions
 Ensure Player Balance in Turn-Based Games
Warning! Can cause:
 Downtime
 Diminished Freedom of Choice
 Diminished Perception of Chance to Succeed
 Diminished Illusion of Influence
Ultra-Powerful Events Design
Considerations
 What is the event that the player cannot
affect once it unfolds?
 Can the player affect why and when the
event starts?
 What are the consequences of the event?
 Are those consequences predictable for
the player?
Describe a Cut Scene
and Ultra Powerful
Event for telling a
story’s complication
and climax on the
LMS.
LAFS Game Mechanics - Narrative Elements

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LAFS Game Mechanics - Narrative Elements

  • 1. Level 8 David Mullich Game Mechanics The Los Angeles Film School
  • 2.
  • 3. Randomness  Randomness  Luck  Surprises  Easter Eggs
  • 4. Decision-Making  Predictable Consequences  Perceived Chance To Succeed  Trade-Offs
  • 5. Risk and Reward  Rewards  Illusionary Rewards  Penalties  Risk-Reward Decision
  • 6.
  • 8. Narrative Structures The structure of stories that are unfolded by playing the game.
  • 9. Elements Providing Narrative Structure  Information About Future Events  Characters and their Goals  Changing Character Abilities  Limited Set of Actions  Irreversible Actions  Illusionary Rewards  Cut Scenes  Ultra Powerful Events  And…
  • 10. Narrative Mechanics Extra Credits: How Games Can Express An Idea Using Only Their Mechanics
  • 11. What Was The Main Message Of This Video?
  • 12. Why Designers Use Narrative Structures  Explain  Player Goals  Game Reality Logic  Game World Changes  Balances Level of Complexity  Encourages Emotional Immersion Warning! May conflict with:  Freedom of Choice  Illusion of Influence  Player-Defined Goals
  • 13.
  • 14. Gameplay Immersion Seizing the players’ attention and focus in a game world or in the activity of play.
  • 15. Contributors to Gameplay Immersion  Game World  Consistent Reality Logic  Freedom of Choice  Smooth Learning Curves
  • 16. Types of Gameplay Immersion  Cognitive  Spatial  Sensory-Motor  Emotional
  • 17. Disruptors of Immersion  Downtime  Save-Load Cycles  Book-Keeping Tokens  Status Indicators  Invisible Walls  Attention Disruption
  • 18. Anticipation The feeling of being able to predict future game events in the games to which one has emotional attachments.
  • 19. Sources of Anticipation Narrative Structure:  Illusionary Rewards  Ultra-Powerful Game Events  Character Development Game State:  Predictable Consequences  Delayed Effects  Rewards Procedures  Turn-Taking  Downtime  Player Defined-Goals
  • 20. Tension The feeling of caring about the outcome of actions or events in a game without having full control over them.
  • 21. Tension Narrative Structure:  Illusionary Rewards  Ultra-Powerful Game Events  Cut Scenes  Surprises  Leaps of Faith  Player Ability Losses  Enemies  Deadly Traps  Competition  Betrayal  Bluffing  Red Herrings  Attention Swapping Game State:  Uncertainty of Information  Delayed Effects  Penalties  Combat  Shrinking Game World  Time Limits Procedures  Turn-Taking  Downtime  Player-Decided Distribution of Rewards
  • 22. How are the similarities and differences between Anticipation and Tension?
  • 23.
  • 25. Why Designers Use Characters  Serves as Focus Loci  Encourages Emotional Immersion and Identification  Richer Narrative Structure
  • 26. Character Design Considerations  Does the game provide created characters or do players create their own characters?
  • 27. Character Development The improvements of character’s skills and knowledge.
  • 28. Why Designers Use Character Development  Advancement through Narrative Structure  Improved Abilities  Varied Gameplay  Player-Defined Goals  Perceived Chance to Succeed Warning! Can cause:  Disruption of Player Balance
  • 29. Character Development Design Considerations  Causes  Game-Controlled Rewards  Player-Controlled Investments  Effect  New/Improved Abilities  Ability Losses  Extra-Game Consequences
  • 30. Player-Controlled Character Development Where character development is under a player’s control and can be planned.
  • 31. Player Controlled Character Development  Encourages  Player-Defined Goals in Competency Areas  Provides  Freedom of Choice  Creative Control  Emotional Immersion  Encourages  Identification  Strategic Planning Warning! Can conflict with:  Narrative Structure
  • 32. Player Controlled Character Development Design Considerations  What options are players given for developing their characters?  What goals are required to use those options?
  • 33. Role-Playing Players having characters with somewhat fleshed-out personalities. The play is centered on making decisions on how the characters would react in staged imaginary situations.
  • 34. Why Designers Use Role-Playing Encourages:  Social Interaction  Emotional Immersion  Story Telling  Alternative Reality Affects:  Team Play  Narrative Structures
  • 35. What Makes Us Role-Play? Extra Credits: Why game worlds feel real
  • 36. What Was The Main Message Of This Video?
  • 37. Role-Playing Design Considerations  What are the consequences of a player’s character behaving in certain ways?  How do character’s actions affect the game world in a permanent way?
  • 38.
  • 39. Creative Control Players have the ability to be creative within the game world.
  • 40. Why Designers Allow Creative Control  Emotional Immersion  Empowerment  Investment  Ownership  Social Status
  • 41. Sources of Creative Control  Storytelling and Role-Playing  Construction  Player-Defined Goals  Planned Character Development  Player-Constructed Worlds
  • 42. Illusion of Influence Players feel that they can influence the outcome of the game, regardless of whether that is correct.
  • 43. Requirements For Influence  Smooth Learning Curves  Right Level of Difficulty (or Randomness)  Perceived Chance to Succeed
  • 44. Illusion of Influence Design Considerations  Can players choose which events should occur in the game?  Can players create objects or events in the game?  Can randomness give players a feeling of luck?
  • 45. Freedom of Choice Players have the ability to make choices in the game.
  • 46. Freedom of Choice Requirements  Illusion of Influence  Perceived Chance to Succeed  Seemingly Different Effects for Each Choice
  • 47. Why Designers Allow Freedom of Choice  Cognitive Immersion  Strategic Planning  Perceived Chance to Succeed  Risk-Reward Trade-Offs  Emotional Immersion  Empowerment  Replayablity  Varied Gameplay Warning! Can cause:  Analysis Paralysis
  • 48. Freedom of Choice Design Considerations  What actions are possible for the players?  What can players do with those actions?  How do those actions affect the the results in the game?  Can the players choose their own goals?
  • 49. Story Telling The act of player’s telling stories within a game.
  • 50. Why Designers Use Storytelling Provides:  Narrative Structures  Freedom of Choice  Creative Control  Emotional Immersion Encourages:  Role-playing  Social Interaction  Strategic Knowledge  Player-Decided Results  Extra-Game Actions (Bragging)  Game Mastery
  • 51. Storytelling Design Considerations  Is the storytelling done by a game master or by the players?
  • 52.
  • 53. Capture The goal where the end result is the elimination or change of ownership of an actively resisting goal object.
  • 54. Ways To Capture  Alignment  Configuration  Enclosure  Contact  Connection  Combat
  • 55. Why Designers Use Capture Goals  Gain Ownership  Transfer of Control  Support Eliminate Goal  Prevent Other Player’s Evade Goals
  • 56. Capture Design Considerations  What game element must be captured?  What game element(s) can do the capturing?  What action is used to capture the game element?  Is the aim to eliminate or gain ownership?
  • 57. Guard The goal to hinder other players or game elements from accessing a particular area in the game or a particular game element.
  • 58. Why Designers Use Guard Goals  Promote Ownership  Encourage Strategic Planning  Prevent Other Player’s Rescue Goals
  • 59. Guard Design Considerations  What is the objective to be guarded?  Is the objective guarded actively or passively (or both)?
  • 60. Choose one of the following games to play: CAPTURE  Arabian Knights (2-6p, 120m)  Cosmic Encounter (3-5p, 60-120m)  GUARD  Ghost Stories (1-4p, 60m)  Shadows of Camelot (3-7p, 60-90m)  Star Trek: Expeditions (1-4p, 60m)
  • 61. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Capture  Guard
  • 62.
  • 63. Cut Scenes Sequences of story-telling where players cannot act within the game.
  • 65. What Was The Main Message Of This Video?
  • 66. How To Use Cut Scenes Appropriately  Reinforce the powerlessness of the player.  Contextualize gameplay Warning! Can cause:  Downtime  Disruption of:  Focused Attention  Illusion of Influence
  • 67. Cut Scene Design Considerations  Where do the cut scenes appear?  What information do they convey to the player?  Is their sequence pre-determined, or can the order vary based on the game state?
  • 68. Ultra-Powerful Events Events that cannot be affected by player actions.
  • 69. Forms of Ultra Powerful Events  Cut Scenes  Deadly Traps  Controllers  Moving Platforms  Shrinking Game Worlds
  • 70. Why Designers Use Ultra-Powerful Events  Enforce Narrative Structure  Provide Anticipation  Turn Actions into Irreversible Actions  Ensure Player Balance in Turn-Based Games Warning! Can cause:  Downtime  Diminished Freedom of Choice  Diminished Perception of Chance to Succeed  Diminished Illusion of Influence
  • 71. Ultra-Powerful Events Design Considerations  What is the event that the player cannot affect once it unfolds?  Can the player affect why and when the event starts?  What are the consequences of the event?  Are those consequences predictable for the player?
  • 72. Describe a Cut Scene and Ultra Powerful Event for telling a story’s complication and climax on the LMS.

Notas do Editor

  1. RANDOMNESS: Effects or events in the game that cannot be easily predicted. LUCK: The feeling that random events are not random, but favorable for the player SURPRISES: Events and consequences that are unexpected by players and disturb their actions. EASTER EGGS: Surprises in the game that are not related to the game.
  2. PREDICTABLE CONSEQUENCES: Players can predict how the game state will change if they perform actions. PERCEIVED CHANCE TO SUCCEED: Player’s believe, whether correctly or not, that they do have a chance to succeed with actions in a game. TRADE-OFFS: The player must choose between several different options and compare them against each other.
  3. REWARD: The players receive something perceived as positive, or is relieved of a negative effect, for completing the game’s goals. ILLUSIONARY REWARD: The player receives something is perceived as a reward but does not quantifiably help in completing a formalized goal in the game. PENALTY: Players are inflicted with something perceived as negative or stripped of an advantage due to failure to meet a requirement of the game. RISK-REWARD DECISION: The chance for receiving a reward in a game is linked to some risk of receiving a penalty if the player fails to acquire the reward.
  4. Provides context for the existence of challenges and goals in the game, and rewards for completing those goals by weaving the player’s actions into the unfolding story. EXAMPLE: FINAL FANTASY has a complex story. EXAMPLE: In THE SIMS, players create their own stories through the actions of their characters.
  5. But not Player-Defined Goals KNOWLEDGE: Can be limited with IMPERFECT KNOWLEDGE (LEVELS or no GAME STATE OVERVIEW) or NO PREDICTABLE CONSQUENCES (RANDOMNESS, LEAPS OF FAITH, INCOMPATIBLE GOAL choices). UNKNOWN GOALS are essential for ILLUSIONARY REWARDS: EXTRA-GAME CONSEQUENCES. CHANGING PLAYER ABILITIES: PRIVILEGED MOVEMENT may allow more areas to explore. SURPRISES, leading to BETRAYAL.
  6. A game can tell a story and convey ideas through their core mechanic alone.
  7. Game mechanics can be used to tell narravie.
  8. Frames all actions and events in the Game World within the CONSISTENT REALITY LOGIC of the GAME WORLD and its history. Explain Player Goals (especially with a Hierarchy of Goals or Dynamic Goal Characteristics). Aided by CLUES about ACHILLES HEALS. Explain Changes in Game World for Varied Gameplay (Rewards and Penalties) Supports Traverse, Collection, Rescue and Delivery Goals Increase Tension/Anticipation through High-Level Closures as Gameplay Progresses .
  9. Immersion is of many types: cognitive, spatial, sensory-motor, and emotional. EXAMPLE: .
  10. COGNITIVE: PROBLEM SOLVING. (e.g. PUZZLE GAMES) SPATIAL: MOVEMENT and especially MANEUVERING (e.g. FIRST-PERSON SHOOTERS) SENSORY-MOTOR: Feedback loops between the player’s use of the control (input) mechanism and the game system’s audio and visual (output). EMOTIONAL: CHARACTERS INNARRATIVE STRUCTURE.
  11. SURPRISES that ruin COGNITIVE IMMERSION.
  12. EXAMPLE: First-Person Shooters where there are signs that player is entering a combat zone. Role-Playing Games where player is close to leveling up. 1. EMOTIONAL IMMERSION WARNINGS: 1. May negatively impact IMMERSION as players figure out what to anticipate and get into ANALYSIS PARALYSIS. .
  13. Occurs in games with UNCERTAIN OUTCOMES, where players have an EMOTIONAL INVESTMENT in the outcome without full control over them. EXAMPLE: Placing most of one’s markers in POKER. EXAMPLE: Dark and claustrophobic environments in DOOM games. PROMOTED BY: COMPETITION, questions of OWNERSHIP PROMOTES: EMOTIONAL IMMERSION .
  14. PENALTIES/DAMAGE: DEADLY TRAPS, ENEMIES with OVERCOME GOALS, PLAYER KILLING, PLAYER ELIMNATION. Increased by NEAR MISS INDICATORS, BOSS MONSTERS, NO TIEBREAKERS, EARLY ELIMINATION, ROCK-PAPER-SCISSORS (and making wrong choice), CONSUMERS with no positive effects. NARRATIVE: Lessened by CLUES, RED HERRINGS, DOWNTIME. TIME LIMITS: Increased by ATTENTION SWAPPING. RESTRICTED POWERS: LIMITED SETS OF ACTIONS, MOVEMENT LIMITATIONS, SHRINKING GAME WORLDS COMMITMENTS: BETTING, STEALTH, NO-OPS combined with RISK/REWARD, TRADE-OFFS, RANDOMNESS, LUCK. Lessened by PERCEIVED CHANCE TO SUCCEEDS, LEAPS OF FAITH, TURN-TAKING, DOWNTIME SOCIAL INTERACITONS: Especially with UNCERTAINTY OF INFORMATION, BETRAYAL or BLUFFING, PLAYER DISTRIBUTION OF REWARDS, SHARED RESOURCES. Are players forced to make commitments without being able to affect outcome? Is there social interaction where players rely on the others’ actions?
  15. SIMILARITIES: Emotional immersion about future events. ANTICIPATION: Predictable positive cconsequences. TENSSION: Unpredictable negative consequences.
  16. EXAMPLE: Role-playing games let each Player control a Character. GOALS: Some First-person Shooters have Characters that Players can develop between levels. .
  17. Widens Penalties available within game, especially with PERSISTENT GAME WORLDS. Allows more varied ENEMIES and richer NARRATIVE STRUCTURE with SOCIAL RELATIONSHIPS and CHARACTER DEVELOPMENT, especially with ROLE-PLAYING and STORY-TELLING. Form links between abstract and concrete game state values through AVATARS n Multi-Player Games, allows players to specialize in different Competence Areas. More Varied Enemies More Varied Competence Areas Target of Penalties
  18. PRE-CREATED: Needs to be thoroughly playtested to ensure BALANCE, but works well with NARRATIVE STRUCTURE. PLAYER-CREATED: Usually done with BUDGETED ACTION POINTS or RANDOMNESS to determine SKILLS, PRIVILEDGE ABILITIES, IMPROVED ABILITIES, RESOURCES, TOOLS, etc. Allows for IDENTIFICATION and IMMERSION, as well as ILLUSION OF INFLUENCE over how the NARRATIVE STRUCTURE will develop.
  19. This can be either in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. EXAMPLE: Players can influence their Tamagotchi pets. EXAMPLE: Adventure games may allow players to take story branches where their skills have improved. .
  20. CAUSE: Rewards: More likely the effect of a NARRATIVE STRUCTURE. Investments: Usually through COLLECTING to complete GAIN COMPETENCY goals. EFFECT: Usually takes the form of NEW ABILITIES or IMPROVED ABILITIES that expands LIMITED SET OF ACTIONS or increases SKILL LEVELS. NEW/IMPROVED: Can produce ROCK-PAPER-SCISSORS to give VARIED GAMEPLAY between playing different characters. ABILITY LOSSES EXTRA-GAME CONSEQUENCES: May be evident only in NARRATIVE STRUCTURE or how AVATAR is represented.
  21. This can be either in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. EXAMPLE: In BLACK & WHITE, players can influence creatures behavior through positive and negative feedback. EXAMPLE: RPGs, like SKYRIM, allows players to adjust a variety of skills. .
  22. Promotes STIMULATED PLANNING, often as EXTRA-GAME ACTIONS, as part of an INVESTEMNT in the PLANNEC CHARACTER DEVELOPMENT. In TEAM PLAY, allows for TEAM DEVELOPMENT. WARNING: Without GAME MASTERS, it may be difficult to work PLANNED CHARACTER DEVELOPMENT into NARRATIVE STRUCTURE except on a General Level.
  23. OPTIONS: Usually combinations of PRIVILEGED/NEW/IMPROVED ABILITIES and SKILLS that define a number of COMPETENCE AREAS. GOALS: PRE-DEFINED DYNAMIC GOALS that change as the NARRATIVE STRUCTURE unfolds. INCOMPATIBLE GOALS: that force the player to make TRADE-OFFS. BALANCED BY: 1. Lessened by: DIMINISHING RETURNS, UNKNOWN GOALS
  24. Based on IDENTIFICATION between PLAYERS and their CHARACTERS in terms of SOCIAL INTERACTION. Usually centered on Science Fiction, Fantasy, or Horror themes. EXAMPLES: DUNGEONS & DRAGONS. EXAMPLE: LARPs Single-Player RPGS are more about RESOURCE MANAGEMENT of their CHARACTERS than about ROLE-PLAYING REQUIRES: COOPERATION between Players to create an ALERTNATE REALITY.
  25. What can games do to make us want to role-play. Demonstration of consequences. Actions with a permanent effect.
  26. CHARACTERS: EMOITIONAL IMMERSION is more vivid if Players have some control over their CHARACTERS and CHARACTER DEVELOPMENT GAME WORLD: Often a PLAYER-CONSTRUCTED WORLD (due to influence of player’s actions) and a PERSISTANT GAME WORLD.
  27. Player actions that qualify as expressions of creativity. Makes it possible for players to define their own goals as well as show off their creations to others. EXAMPLES: MUDS allow so much creative control that players can even SUBMIT THEIR OWN CODE. RPG’s allow players to create their own AVATAR.
  28. Freedom of Choice Illusion of Influence Identification
  29. Some games allow actions that do not actually make the player come closer to achieving the game’s goals or even changing the game state. When they appear to be meaningful, that players have an illusion of influence over the game. EXAMPLES: Games with well-developed stories, like FINAL FANTASY, do not let players experience the story unless they have met certain goals. Branching adventure game choices make players feel like they can affect the story, even though these have been pre-scripted. REQUIRES: USES: Promotes EMOTIONAL IMMERSION Encourages STIMULATED PLANNING
  30. RIGHT LEVEL OF COMPLEXITY, so as not to give players LIMITED PLANNING ABILITIES
  31. CHOOSE EVENTS: Depends on player’s FREEDOM OF CHOICE Created through NEW/IMPROVED ABILITIES, most easily done with TOOLS Can also be done by SOCIAL INTERACTION with GAME MASTERS. CREATE OBJECTS/EVENTS: Depends on CREATIVE CONTROL, such as by CHARACTER CREATION and PLANNED CHARACTER DEVELOPMENT RANDOMNESS: Breaks down for players with STRATEGIC KNOWLEDGE who know they cannot really affect Randomness.
  32. Players need to feel that they are able to make interesting choices. This means that the choices must have seemingly different effects and have effects that are meaningful. EXAMPLES: Open world games like THE SIMS provides many different game elements to interact with and many types of actions for each game element. Menu-based adventure games provide players with only few choices throughout the game. REQUIRES: ILLUSION OF INFLUENCE PERCEIVED CHANCE TO SUCCEED .
  33. ACTIONS: Increased by NEW/IMPROVED ABILITIES, often through REWARDS or CHARACTER DEVELOPMENT. EXTENDED ACTIONS. TRADING, CONCEAL, CONSTRUCTION. EFFECT: RESOURCE MANAGEMENT gives players more opportunities over how to use RESOURCES. MEANINGFUL: BUDGETED-ACTION POINTS to PLAYER DISTRIBUTION OF REWARDS & PENALTIES to REVERSABILITY. GOALS: SELECTABLE SET OF GOALS or PLAYER-DEFINED GOALS, as well as OPTIONAL GOALS.
  34. This may involve the retelling of the actions and events the players have already done, the history of the Game World, or part of creating the Game World. EXAMPLE: Game masters advance the story in a tabletop RPG. ONCE UPON A TIME bases gameplay on a narrative started by the players.
  35. GAME MASTER History and current state of the GAME WORLD PLAYER ROLE-PLAYING Providing back-stories for CHARACTERS, allowing CREATIVE CONTROL BOTH Players create and expand the NARRATIVE STRUCTURE
  36. The capture must be done directly by the actions performed by game elements under the player’s control. EXAMPLE: GO allows player to enclose an enemy group of stones. EXAMPLE: AGE OF EMPIRES: Priests convert units controlled by other players. REQUIRES: PUZZLE SOLVING and STIMULATED PLANNING in TURN-BASED GAMES Also, INVESTMENT and BETTING. REQUIRES: DEXTERITY-BASED SKILLS and TIMING in REAL-TIME GAMES. .
  37. CAPTURING ACTION: Usually COMBAT, MENEUVERING, or AIM & SHOOT. ELIMINATE Reduces NON-RENEWABLE RESOURCES and HIGH-LEVEL CLOSURES. GAIN OWNERSHIP: prevents EVADE and trigger retaliatory CAPTURE. May give capturing player NEW/PRIVILGED ABILITIES
  38. The nature may change from simply detecting when another player is actively trying to achieve the goal to actively pre-empting the other player’s actions. EXAMPLE: The Goalkeeper ins SOCCER. EXAMPLE: The King in CHESS. .
  39. PROMOTES OWNERSHIP of what is guarded. As well as STRATEGIC KNOWLEDGE of STRATEGIC POSITIONS. PREVENTS RESCUE, promoting CONFLICT.
  40. OBJECTIVE ACTIVE 1. ATTACKING the Intruder. PASSIVE Changing the environment (playing DEADLY TRAPS or ALARMS) Making certain player actions impossible (BLOCKING a PATH). BOTH: ALARMS could trigger GUARDS that ATTACK the intruder.
  41. Used when the game cannot progress the entire game story through the player’s actions and events and need to give longer descriptions and explanations to players. : CUT SCENES, which are the strongest way to control the flow of the story. EXAMPLES: In MYST, completion of puzzles resulted in cut scenes. In WING COMMANDER III, used between flight missions to put player’s character in situations of choice and give the indication of the effects of that choice.
  42. When used poorly, they have a lot of harmful effects and should not be used for narrative.
  43. Presents: Alternative Reality Narrative Structure Goals Strategic Knowledge Encourages: Strategic Planning Perception of Success
  44. WHERE: BOSS MONSTERS, TRACES, SURPISES. INFORMATION: Explain movement between levels and give GAME STATE OVERVIEW between Levels. SEQUENCE:
  45. Some of these are part of the game environment, like the rising and setting of the sun. Others are started by players, such as tripping an alarm, but players cannot influence how they develop. EXAMPLES: Platforms in PRINCE OF PERSIA that break away. Moving Platform in SUPER MARIO WORLD
  46. Can support or break an ILLUSION OF INFLUENCE. What ultra-powerful events provide dramatic points and challenges?
  47. EVENT:: Knowing how the event unfolds may be STRATEGIC KNOWLEDGE, allowing Players to prepare for the event. START:: Knowledge of why the event starts may be STRATEGIC KNOWLEDGE, especially if the Player can start it. PREDICTABILITY: Ones that are EXTENDED ACTIONS usually have PREDICTABLE CONSEQUENCES.