The Art of Game Design A Book of
The Art of Game Design – A Book of Lenses Chapter 17 -18 Mats Wouters
Chapter 17 Stories and Games Take Place in Worlds
Stories and Games Take Place in Worlds � Transmedia world ◦ World accessed through different media (film, TV, game…) ◦ World is real product ◦ Different media have to be consistent ◦ Binocular effect: mapping a visual model of one medium onto another
Stories and Games Take Place in Worlds � Properties of Transmedia Worlds ◦ Transmedia Worlds are Powerful ◦ Transmedia Worlds are Long Lived ◦ Transmedia Worlds Evolve Over Time
Stories and Games Take Place in Worlds � Common ◦ ◦ ◦ Elements: Rooted in a single medium Intuitive Creative individual at their core Facilitate the telling of many stories Make sense through any of their gateways About wish fulfillment
Lens #74: The Lens of the World � How is my world better than the real world? � Can there be multiple gateways to my world? How do they differ? How do they support each other? � Is my world centered on a single story, or could many stories happen here?
Chapter 18 Worlds Contain Characters
Worlds Contain Characters Novels Mental Reality Complex � Films Characters are often defined by their media Games Physical Fantasy Simple
Worlds Contain Characters � Avatar ◦ = Character controlled by player ◦ Relationship between player and avatar can be both close and distant ◦ Ideal Form: A character you always wanted to be ◦ Blank Slate: A simple character the player can project themselves onto
Lens #75: The Lens of the Avatar � Is my avatar an ideal form likely to appeal to my players? � Does my avatar have iconic qualities that let a player project themselves into the character?
Worlds Contain Characters � List Character Functions ◦ Game, as well as story, demands character roles ◦ List �Think clearly �Experiment
Lens #76: The Lens of Character Function � What are the roles I need the characters to fill? � What characters have I already imagined? � Which characters map well to which roles? � Can any characters fill more than one role? � Do I need to change the characters to better fit the roles? � Do I need any new characters?
Worlds Contain Characters � Define and Use Character Traits ◦ List character traits ◦ Can be contradictory ◦ Show through dialogue, animation…
Lens #77: The Lens of Character Traits � What traits define my character? � How do these traits manifest themselves in the words, actions, and appearance of my character?
Worlds Contain Characters � Use the Interpersonal Circumplex
Lens #78: The Lens of the Interpersonal Circumplex � Are there any gaps in the chart? Why are they there? Would it be better if the gaps were filled? � Are there “extreme characters ” on the graph? If not, would it be better if there were? � Are the character’s friends in the same quadrant, or different quadrants? What if that were different?
Worlds Contain Characters � Make a Character Web ◦ Elaborates on Interpersonal Circumplex ◦ Explains character relationships ◦ Adds depth
Lens #79: The Lens of the Character Web � How, specifically, does each character feel about each of the others? � Are there any connections unaccounted for? How can I use those? � Are there too many similar connections? How can they be more different?
Worlds Contain Characters � Use status ◦ Determines who is dominant/ submissive in a conversation ◦ Low status: �Fidgeting �Avoiding eye contact �Touching one’s own face �Being tense ◦ High status: �Being relaxed �Making eye contact �Not moving one’s head
Lens #80: The Lens of Status � What are the relative status levels of the characters in my game? � How can they show appropriate status behaviors? � Conflicts of status are interesting — how are my characters vying for status? � Changes of status are interesting — where do they happen in my game? � How am I giving the player a chance to express status?
Worlds Contain Characters � Use the Power of the Voice � Use the Power of the Face ◦ Voice actors can convey strong emotions ◦ Voice acting done after animation -> Actor tries to mimic character -> Subpar voice acting ◦ Voice acting done first -> Stronger emotions ◦ Human face very much geared towards emotion ◦ Perfect for conveying emotion and personality
Worlds Contain Characters � Powerful Stories Transform Characters ◦ Characters change due to events in stories ◦ Doesn’t work for all games ◦ Far more interesting and powerful
Lens #81: The Lens of Character Transformation � How does each of my characters change throughout the game? � How am I communicating those changes to the player? Can I communicate them more clearly, or more strongly? � Is there enough change? � Are the changes surprising and interesting? � Are the changes believable?
Worlds Contain Characters � Avoid the Uncanny Valley
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