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Practical stuff
Supervision today 13.00-15.00
Remember oral presentations next week! Tuesday 10.00-12.00
Game Design Evening Tuesday 17.00-21.00 Seminar room at Center of Visualization
Next to my office
And something slightly off topic
For XNA users in the project course Nils Stadling @ Microsoft wants you to
participate 2 competitions SGA (deadline February 25th) Imaginecup.com (deadline March 1st)
Contact him to get tips: +46708266024 [email protected]
We are also planning a XNA Game Developer Evening
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Structure of the lecture
What is narratives? A closer look at plots How can narratives and gameplay co-exist Design Documents
Assignment 4
But first a game or two…
Two volunteers?Not usual suspects!
First to 15
Two players taking turn Each turn a choice from the following:
1 2 3 4 5 6 7 8 9 Goal to reach exactly 15 points
You win iff three of your numbers add up to 15
Cannot take a number already taken By either player
Tic-Tac-Toe
Now both! At the same time!
2 7 6
9 5 1
4 3 8
Magic SquareNot magic circle…
4 9 2
3 5 7
8 1 6
37 78 29 70 21 62 13 54 5
6 38 79 30 71 22 63 14 16
47 7 39 80 31 72 23 55 15
16 48 8 40 81 32 64 24 56
57 17 49 9 41 73 33 65 25
26 58 18 50 1 42 74 34 66
67 27 59 10 51 2 43 75 35
36 68 19 60 11 52 3 44 76
77 28 69 20 61 12 53 4 45
Would this make a good game?
Difference between theme and narrative Theme
Mood Context
How to “read” affordances Explain relations in system
Which “frame” to use
Narrative Temporal development Causal effects Dramatic effects
Can you have theme without narrative? Can you have narrative without theme?
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What connection does narratives & gameplay have?
13/36
Structures of Narratives
First analysis Tragedy Poetics, Aristotle, 300
BC Components
Plot Character Reasoning Dictation Lyric poetry Spectacle
14/36
Frazer
The Golden Bough Different version from
1890-1922 Study of the origins of
magic and religion Similar stories all over
the world Sacrificial killing of
god-kings to ensure bountiful harvests Adonis Osiris Balder
15/36
Propp, 1928
Morphology of Russian folk stories Studied stories Identified
similarities Identified
common structure
Grammar Linear structure
1. A member of a family leaves home (the hero is introduced);
2. An interdiction is addressed to the hero ('don't go there', 'go to this place');
3. The interdiction is violated (villain enters the tale);
4. The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);
5. The villain gains information about the victim; 6. The villain attempts to deceive the victim to
take possession of victim or victim's belongings (trickery; villain disguised, tries to win confidence of victim);
7. Victim taken in by deception, unwittingly helping the enemy;
8. Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc, commits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc);
16/36
Propp, cont.
Examples Hans and Gretel? Snow White?
Other cases Odysseus? Moses?
9. Misfortune or lack is made known, (hero is dispatched, hears call for help etc/ alternative is that victimized hero is sent away, freed from imprisonment);
10. Seeker agrees to, or decides upon counter-action;
11. Hero leaves home; 12. Hero is tested, interrogated, attacked etc,
preparing the way for his/her receiving magical agent or helper (donor);
13. Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary's powers against them);
14. Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
15. Hero is transferred, delivered or led to whereabouts of an object of the search;
16. Hero and villain join in direct combat; 17. Hero is branded (wounded/marked,
receives ring or scarf); 18. Villain is defeated (killed in combat,
defeated in contest, killed while asleep, banished);
17/36
Propp, cont.
Grammar constructed by analysis
Can be used to create stories Fairytale generator
http://www.brown.edu/Courses/FR0133/Fairytale_Generator/gen.html
But create games?
19. Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);
20. Hero returns; 21. Hero is pursued (pursuer tries to kill, eat,
undermine the hero); 22. Hero is rescued from pursuit (obstacles
delay pursuer, hero hides or is hidden, hero transforms unrecognizably, hero saved from attempt on his/her life);
23. Hero unrecognized, arrives home or in another country;
24. False hero presents unfounded claims; 25. Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
26. Task is resolved; 27. Hero is recognized (by mark, brand, or
thing given to him/her); 28. False hero or villain is exposed; 29. Hero is given a new appearance (is made
whole, handsome, new garments etc); 30. Villain is punished; 31. Hero marries and ascends the throne (is
rewarded/promoted).
18/36
Campbell
The hero with a thousand faces, 1968
Monomyth All myths have the
same basic structure
Classical examples Osiris Odysseus
19/36
Campbell, cont.
Grammar constructed by analysis
Can be used to create stories For example, Star Wars
Why can one find these structures in so many stories?
20/36
Narratives - Recap
Components Plot Character Reasoning
Grammar Sequence of actions Prerequisites for
actions Options of actions
A closer focus on plots
22/36
Types of Plots
Possible worlds, Artificial Intelligence, and Narrative Theory, Ryan 2001 Sequential narrativity
“The king died. The queen died.” Causal narrativity
“The king died, then the queen died.” Dramatic narrativity
“The king died, then the queen died of sorrow.”
23/36
Plots
Linear stories One situation One event leads to
new situation Does not have to be
chronological order
Examples Most books Most movies
24/36
Plots - a classical plot example Scene 1
Introduction of problem
Scene 2 False solution
Scene 3 True solution
25/36
Plots
Nested stories Stories being told in
stories Easy change
characters and setting
Examples “One Thousand and
One Nights” Scheherazade
Canterbury tales
26/36
Plots
Parallel stories Several situation Event leads to
development in one situation
Does not have to be chronological order
Examples Soap operas …
27/36
Plots
Branching stories One situation Several options of
event that lead to different situations
Narrative explosion Dead ends
Examples Lonewolf
28/36
Plots
Hypertexts Events can lead back
to previous situations Break temporal
structure
Examples Talmud Absalom, Absalom!,
Faulkner? Memento?
29/36
Plots - Other variants
Possibilities Not predetermined
Let players choose situations and events
Only plan certain situations and events prerequisites need
30/36
Motivations for telling stories
Tell Me a Story – Narrative and Intelligence, Shank 1990 AI perspective Me goals
Attention Explain actions Get advice
You goals Give people an experience Make a point Transfer information
Conversation goals Raise topic Change subject Spend time Give response
Narratives and gameplay
32/36
What is the relation between games and narratives?
Do all games have narratives?
gameplay
story
33/36
What is the relation between games and narratives?, cont.
Do all stories have gameplay in them? Interaction?
gameplay
story
34/36
Sliding story-gameplay model
Story-focused Gameplay-focused
35/36
Story-focused games
Player choices Complete task to
progress in story Puzzle Level
Choose options from grammar
Related design areas Interactive Narratives
Façade by Michael Mateas & Andrew Stern
Interactive Movies Stories? Movies?
36/36
Gameplay-focused games
Story use Give theme
Provide information Provide immersion
Allow players to be creative
Related designs Improvisational Theatre? Theatre Sports? Tarot Cards? Story-telling?
37/36
Scaling author model
Game designer as author
Players as authors
Roleplaying games?Game engine as author?
Put another way: who creates the story, the designer or the player?
38/36
Reductionistic Approach
What aspects of narrativity can be used without limiting gameplay?
Theme | Premise Characters Challenge Play Cutscenes?
39/36
Reductionistic Approach
Theme Aristotle’s spectacle Used to create
metaphor that gives actions meaning
Backstory
40/36
Reductionistic Approach
Characters Self-expression Who one wants to be
Life on the Screen: Identity in the Age of the Internet, Sherry Turkle
External presentation Internal composition Possibility of
Development Emotional Anchor
But maybe not the characters under player’s control
41/36
Reductionistic Approach
Challenge Aristotle’s reasoning Czikszentmihalyi’s flow
Activity requiring skill Merging of action and
awareness Clear goals and feedback Concentration on task Paradox of control Loss of self-consciousness Transformation of time Activity becomes its own
purpose - autotelic
Skill
Flow
Difficulty
Frustration
Boredom
42/36
Reductionistic Approach
Play Competitor Explorer Collector Achiever Joker Artist Director Storyteller Performer Craftsman
Design Documents
Design Documents - Motivation Communicate overall vision of game
and gameplay Ergo the game designer the primary
author Necessary for collaboration and
coordination in larger groups Can serves purposes in small (1 person)
design teams also Not substitute for other forms of
communication Support for more detailed descriptions Support for when people are not present
Historical
Design documents were not used in early days of game design Need not perceived
Compare to the history of craft and design in general Complexity Need for collaboration
Format of Design Documents
Text document Word (or rtf) for ease of transport Version control – central source Possibly sub-documents for extra details
Website For example Wikis Allows easy update for many Allows difficulty in controlling who updates
what May be difficult to print, transport, etc.
A model for Design Documents
That is, a model for the assignment 3…
Design Document – Design History Description
Version number – overall idea of document state Description of changes since last update
Motivation Allow people to see differences
quickly Allow people to see how work
has progressed over time Both what type and
scope of work
Design Document – Vision Statement Description
1-2 pages that captures the essence of the game in a compelling and accurate way Theme Core gameplay (what you do 90% of the time)
Motivation Executive summary Main selling point Keep design vision clear
Design Document – Marketing Information Description
Describe the context for the game design in aspects of target audience, platform, system requirements, top performers, feature comparison and sales expectations
Motivation Let distributors understand how well you have planned
target audience and understood the market Explicitly state intended game play and target audience
to the design team Can be seen as limiting the design space, identifying
already existing games within that design space and their popularity
Design Document – Legal Analysis Description
Agreements regarding copyrights, trademarks, contracts, and licensing
Motivation Make clear to all parties what obligations exist Make clear how potential issues can be avoided or
mitigated
Design Document - Gameplay
Description Core gameplay (preferably through prototype),
detailed gameplay, interfaces, rules, scoring/win conditions, modes of play, levels, editors and tools
Motivation Describe gameplay to external parties Have complete description of what rules have to be
implemented, what levels should be created, what interfaces should be designed
Design Document - Characters Description
General characteristics and functionality, PCs, NPCs, gameplay role, narrative role, AI
Motivation Provide common location of description
of characters to maintain character integrity during the design process
Design Document - Story
Description Synopsis and general structure,
complete story, backstory, narrative devices, subplots
Motivation Provide holistic view of what narrative
experience the player will have by playing the game Making sure that contingency is
maintained during gameplay
Design Document – The Game World Description
More details on the theme Overview, key locations, travel, mapping,
scale, physical objects, weather conditions, day and night, time, physics, society/culture
Motivation Common location to describe functionality
and appearance of the world and objects in it
Design Document – Media List Description
Interface assets, environments, characters, animations, music and sound effects (, text?)
The appearance of what is described in the previous sections: Characters, Story, Game World
Motivation Identify what artists and UI engineers need to
create Create uniform naming convention
to allow early implementations to use mock-ups Avoid confusion
Design Document – Technical Specification Description Technical analysis, development environment,
delivery, game engine, interface tech spec, control tech spec, lightning models, rendering systems, network spec, system parameters, help menus, manuals, setup, installation
Motivation Give programmers explicit instructions on what
needs to be implemented Show publishers what potential technical
problems/risks can occur
Design Document - Appendices Description
More detailed descriptions of material that would be too detailed or too long to be part of main document
Motivation Ease the flow of the design document Allows interested parties to study content
separate from the rest of the design document
Another model – Chris Taylor
NAME OF GAME DESIGN HISTORY GAME OVERVIEW
PHILOSOPHY COMMON QUESTIONS
FEATURE SET THE GAME WORLD
OVERVIEW WORLD FEATURE #1 WORLD FEATURE #2 THE PHYSICAL WORLD RENDERING SYSTEM CAMERA GAME ENGINE LIGHTING MODELS
THE WORLD LAYOUT GAME CHARACTERS
USER INTERFACE WEAPONS MUSICAL SCORES AND SOUND
EFFECTS SINGLE PLAYER GAME MULTI-PLAYER GAME CHARACTER RENDERING WORLD EDITING EXTRA MISCELLANEOUS STUFF
“XYZ APPENDIX” “OBJECTS APPENDIX” “USER INTERFACE APPENDIX”
“NETWORKING APPENDIX” “CHARACTER RENDERING AND
ANIMATION APPENDIX” “STORY APPENDIX”
More models
Tim Ryan’s - Gamasutra.com Various - ihfSoft.com
Working with Design Documents
Method for Writing Design Documents Methods
Iterative process Can be seen as the
documentation of the design process
Living Document How to start? Flowcharts of
game and “Wireframes” of interfaces
Trade-offs When to start – book
recommends after making a prototype But how to sell idea before
that? How comprehensive -
length has detail but makes reading more difficult
Evaluate / Playtest
Test Ideas / Implement
Generate Ideas /
Identify Target Group
Formalize Ideas / Create Specification
Thank you!
64
Assignment 4
65/43
Assignment 4
Task Analyze one gameplay style
Define it Give examples of games which support it from at least 2 different genres Give guidelines for how to support when designing a new game Check with Staffan that the chosen gameplay style is a good choice
What is a gameplay style: A clearly describable way of playing a game or an important
activity done when playing the game Not an established game genre – but something that could become
one Maybe something specific or instantiated from one of the models describes in the
lecture on analyzing games? No examples are given since this makes 50%+ of the assignments
study these Requirements
Individual assignment 12 pages Deadline: 20090306