Game Design Game story design Game levels design
- Slides: 11
Game Design ØGame story design ØGame levels design Ø Fitting game levels into game story 1
Game Design: Hero’s Journey ØA trip of a central character that resolves a problem Ø Saving the world? Ø Simplicity Ø 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 2
Kinds of Hero archetypes (原型) Ø Classic hero Ø Willing and unwilling heroes Ø Group orientated and loner heroes Ø Anti-heroes Ø Tragic heroes Ø Trickster heroes (策略家) Ø Combination Ø Illusion Ø Main character? Single? A group of people?
The Benefits of the Journey ØPoint of view of the story : = player’s character’s point of view u. Player’s character getting bored if he was not heroic u. Reluctant to do missions u. No turning back; must move forward ØFast and easy to outline an initial story ØFormula ØFast convergence to a final story structure 4
Variations of the Journey 1. Classical approach 2. Modern and practical approach
Hero’s Journey: Classical Approach Campbell's Outline The Call to Adventure Threshold Guardians Wise and Helpful old man & the Magic talisman (法寶) Refusal of the Call Passing the First Threshold Hero Partners Mystical Insight The Labyrinth & the Princess Losing the Guide Hero Deeds & Dragon Slayers The Dark road of the Trials The Hunt (搜索) The Mystical Marriage The Sacred Grove Sacrifice & Betrayal The Hero's Return Resurrection Monster Combat The Resurgence of Evil The Enchanted Forest & Helpful Animals Descent into the Underworld Atonement with the Father Unmasking Final Victory Into the Belly of the Beast A summary and modernization of ancient mythology and stories
Hero’s Journey: Modern and Practical Approach Vogler's Outline The Ordinary World The Call to Adventure The Reluctant Hero The Wise Old Man Into the Special Fantasy World Tests, Allies, & Enemies The Inmost Cave - Second Threshold The Supreme Ordeal (極度的折磨) Seizing the Sword - Reward The Road Back Resurrection Return - Ending A summary and modern analysis of Campbell's work
A Nine-act Story Act 0: Back-story Act I: Introduction: Act II: Something bad happens: The Reluctant Hero The Wise Old Man Act III: Commitment: The Ordinary World The Call to Adventure 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
Game Design Ø Follow the nine-act story structure Ø Hero’s journey Ø Game level layout Ø Fit into the nine-act story structure Ø Fit level into the structure
Game Level Design Time Event Example Total Time of Game play 25 hours Length of Non-Interactive elements in the game (cut scenes) 1 hour Number of Levels 25 Length of Level (times # levels) 1 hour Amount of time spent fighting in level 20 minutes Amoung of time spent exploring in level 10 minutes Amount of time spent problem solving in level 10 minutes Amount of time spent traveling in level 10 miuntes Amount of time waiting for something to happen (hopefully this is zero). Amount of time spend "doing other stuff" in level 10 minutes Additional Things to Calculate Number of Main Characters 5 Number of Secondary Characters 75 Number of enemies in typical level 75
Summary Ø View from the player’s point of view Ø Let the player engage in the game Ø Surprise, interesting, entertaining Ø Heroic Ø Great graphics?
- A level 3 question
- A formal approach to game design and game research
- Once upon a time short story characters
- Elements of narrative text
- Story elements definitions
- Straight news article
- Every picture has a story and every story has a moment
- Short fiction story
- Desain faktorial 2x3
- Literacy by design grade 2
- Implementation in software engineering
- Left right story game for summer