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Game Features: Storytelling Characters Gameplay Levels Logic
Game Features: Storytelling Characters Gameplay Levels Logic
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)
1. Intrapersonal
2. Interpersonal
3. Team
4. Community
5. Humanity
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
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
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