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…
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
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
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
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?
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?
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?
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
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?
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
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.
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.
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.
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.
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.
A game can tell a story and convey ideas through their core mechanic alone.
Game mechanics can be used to tell narravie.
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
.
Immersion is of many types: cognitive, spatial, sensory-motor, and emotional.
EXAMPLE:
.
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.
SURPRISES that ruin COGNITIVE IMMERSION.
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.
.
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
.
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?
EXAMPLE: Role-playing games let each Player control a Character.
GOALS: Some First-person Shooters have Characters that Players can develop between levels.
.
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
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.
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.
.
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.
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.
.
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.
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
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.
What can games do to make us want to role-play.
Demonstration of consequences.
Actions with a permanent effect.
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.
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.
Freedom of Choice
Illusion of Influence
Identification
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
RIGHT LEVEL OF COMPLEXITY, so as not to give players LIMITED PLANNING ABILITIES
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.
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
.
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.
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.
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
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.
.
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
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.
.
PROMOTES OWNERSHIP of what is guarded.
As well as STRATEGIC KNOWLEDGE of STRATEGIC POSITIONS.
PREVENTS RESCUE, promoting CONFLICT.
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.
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.
When used poorly, they have a lot of harmful effects and should not be used for narrative.
Presents:
Alternative Reality
Narrative Structure
Goals
Strategic Knowledge
Encourages:
Strategic Planning
Perception of Success
WHERE: BOSS MONSTERS, TRACES, SURPISES.
INFORMATION: Explain movement between levels and give GAME STATE OVERVIEW between Levels.
SEQUENCE:
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
Can support or break an ILLUSION OF INFLUENCE.
What ultra-powerful events provide dramatic points and challenges?
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.