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GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT




                   LD4. DRAMATIC ELEMENTS
                   AND PLAYER EMBODIMENT
Andrea Resmini

Game Design
HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012


 ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

TODAY'S CLASS


                     A brief recap from LD3
                     Dramatic elements
                     Player embodiment
                     Break
                     Workshop


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND OF GAMES
               LECTURE 3 – FORMAL ELEMENTS PLAYER EMBODIMENT

RECAP: FORMAL ELEMENTS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                      For example, resources. But also rules etc
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

DRAMATIC ELEMENTS


                     challenge
                     play
                     character
                     premise
                     story

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ROLE OF DRAMATIC ELEMENTS




                     they variously connect a game
                     to its player, emotionally



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

#1. CHALLENGE



                     in games it means tasks that
                     are satisfying to complete
                     and require just the right
                     amount of work


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

CHALLENGE IS PERSONAL



                     challenge is individualized
                     and determined by the ability
                     of the player in relationship
                     to the game itself


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

CHALLENGE IS DYNAMIC



                     it is also dynamic and requires
                     that a game adapts constantly
                     to hold the interest of learning
                     or differently skilled players


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

CHALLENGE IS SUBJECTIVE?



                     is there then a way to look at
                     challenge that is not defined
                     by individual experience?



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

THEORY OF FLOW




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Gingerbreadhouse.co.uk
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

SIMILARITIES BETWEEN EXPERIENCES




                     people describe enjoyable
                     activities in similar ways



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT




                                                   ION
                                              USTAT
                                            FR
                                                            OW
                        CHALLENGE



                                                         FL
                                                             OM
                                                         RE D
                                                   BO

                                      ABILITY
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

WHAT IS FLOW?



                     in flow experiences, action and
                     self-awareness merge and
                     effortless concentration on the
                     task at hand happens


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

WHEN DO WE HAVE FLOW?



                     flow happens in goal-directed
                     activities, bounded by rules,
                     which require skills



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   –

AND THAT INCLUDES TUG OF WAR ...




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND OF GAMES
               LECTURE 3 – FORMAL ELEMENTS PLAYER EMBODIMENT

… AND VIDEO GAMES




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

LOSS OF SELF-CONSCIOUSNESS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       The Ceej: Singing In The Shower
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

TRANSFORMATION OF TIME




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Bullet time in in Max Payne 3, PS3
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

EXPERIENCE BECOMES AN END




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Clement Lefert, tumblr.com
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

THE PARADOX OF CONTROL


                     exercising or experiencing a
                     feeling of control largely
                     means that the outcome is
                     unsure, which means a person
                     is not in complete control


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC             PLAYER EMBODIMENT

GAMES WRESTLE CONTROL AWAY FROM US




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   –                               EMBODIMENT

#2. PLAY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PLAY REQUIRES ENGAGEMENT




                     but gameplay can engage
                     players in many different ways



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

COMPETITIVE PLAY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

CHANCE-BASED PLAY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Game of Bingo, http://blog.enclaveatwoodbridgecamapts.com/
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

MAKE-BELIEVE PLAY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Nottingham.ac.co.uk
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

VERTIGO PLAY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

#4. CHARACTER




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Lara Croft, Tomb Raider
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

WHY ARE CHARACTERS USED IN GAMES?



                     characters are used for
                     embodiment and storytelling
                     reasons, psychological reasons
                     and symbolic reasons


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

EMBODIMENT




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Player embodiment in Dead Space
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

STORYTELLING




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Aragorn as a non-player character, War in the North
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PSYCHOLOGICAL REASONS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Mirror's Edge
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PSYCHOLOGICAL REASONS




                     a character helps mirror the
                     audience's fears and desires



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

SYMBOLIC REASONS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Shadow of the Colossus
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

SYMBOLIC REASONS



                     a character helps represent
                     larger ideas, metaphors, and
                     allegories



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PROTAGONIST VS ANTAGONIST




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       The Avatar and the Guardian, Ultima VII-IX
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

BOUNDING CHARACTER AND PLAYER



                     what does a character want or
                     need? what does the player
                     hope or fear?



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

BALANCING AGENCY AND EMPATHY



                     a pre-written character the
                     player should simply watch
                     from the outside vs an avatar



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

EMPATHY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Little Big Planet
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

AGENCY




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS                       Ultima IX, character creation
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

FREE WILL vs PLAYER CONTROL


                                                      ?

                     THE SIMS               MARIO   DASTAN     AVATAR




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

TYPES OF PLAYERS



                     we also have different types
                     of players, as we mentioned in
                     LD3. Competitors, explorers,
                     storytellers, achievers, jokers


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC             PLAYER EMBODIMENT

REMEMBER ACHIEVERS?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS           Increasing character statistics in Oblivion
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

#4. PREMISE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Worlds of Ultima, Origin Systems
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ROLE OF PREMISES


                     a well-executed premise
                     bounds the formal and
                     dramatic elements in a game
                     and heightens the players'
                     experience of the game itself


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC             PLAYER EMBODIMENT

PREMISES PREVENT ABSTRACTNESS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC             PLAYER EMBODIMENT

PACMAN HAS A PREMISE




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

#5. STORY



                     in most simpler games,
                     story is just a souped-up
                     premise and nothing more


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

SUPER MARIO




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

TENSION IS UNAVOIDABLE


                     even with well-written
                     story-driven games there is a
                     constant tension between
                     storyline progress and free
                     development


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

GAME EVENTS AND THE PLAYER



                     how can a player shape
                     in-game events or modify their
                     course when a story unfolds?



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

SHOULD A PLAYER BE ALLOWED TO?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Mark Hamill in Wing Commander III
GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                             –                               EMBODIMENT

          SKYRIM




aph.org




          ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ASSASSIN'S CREED




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PRINCE OF PERSIA




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT
                   -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

HOW DO BOARD AND VIDEO GAMES DIFFER?




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

USE OF THE STORYLINE



                     one answer is in the way video
                     games handle conflict and
                     weave it into the storyline



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PREMISE AND STORY: JAWS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PREMISE AND STORY: DONKEY KONG




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

ONE KEY DIFFERENCE ...



                     Mario's success in freeing his
                     belle from Kong is in the hands
                     of the player, unlike Brody's



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

… BUT A GENERAL PATTERN



                     stories follow a general
                     pattern of exposition, climax
                     and resolution called the
                     dramatic arc


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT



                                             CLIMAX
   NARRATIVE TENSION




       EXPOSITION                           NARRATIVE          RESOLUTION
                                              TIME
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

DRAMATIC ARC AND 1H MINI-ARCS


                     all forms of storytelling make use
                     of the dramatic arc for
                     engagement. Games also deploy
                     shorter, session-based, 1h
                     mini-arcs to keep players going.


ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PREMISE AND STORY: LORD OF THE RINGS




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

PREMISE AND STORY: PRINCE OF PERSIA




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Prince of Persia, Sands of Time
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

BREAK




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Back in 15, right? Thanks.
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

WORKSHOP




ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS            Let's get going
GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT

THAT'S ALL FOLKS




                    This is it for this class.
                    Thanks for following!



ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

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Game Design - Lecture 4

  • 1. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT LD4. DRAMATIC ELEMENTS AND PLAYER EMBODIMENT Andrea Resmini Game Design HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012 ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 2. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT TODAY'S CLASS A brief recap from LD3 Dramatic elements Player embodiment Break Workshop ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 3. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND OF GAMES LECTURE 3 – FORMAL ELEMENTS PLAYER EMBODIMENT RECAP: FORMAL ELEMENTS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS For example, resources. But also rules etc
  • 4. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT DRAMATIC ELEMENTS challenge play character premise story ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 5. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ROLE OF DRAMATIC ELEMENTS they variously connect a game to its player, emotionally ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 6. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT #1. CHALLENGE in games it means tasks that are satisfying to complete and require just the right amount of work ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 7. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT CHALLENGE IS PERSONAL challenge is individualized and determined by the ability of the player in relationship to the game itself ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 8. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT CHALLENGE IS DYNAMIC it is also dynamic and requires that a game adapts constantly to hold the interest of learning or differently skilled players ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 9. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT CHALLENGE IS SUBJECTIVE? is there then a way to look at challenge that is not defined by individual experience? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 10. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT THEORY OF FLOW ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Gingerbreadhouse.co.uk
  • 11. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT SIMILARITIES BETWEEN EXPERIENCES people describe enjoyable activities in similar ways ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 12. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ION USTAT FR OW CHALLENGE FL OM RE D BO ABILITY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 13. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT WHAT IS FLOW? in flow experiences, action and self-awareness merge and effortless concentration on the task at hand happens ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 14. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT WHEN DO WE HAVE FLOW? flow happens in goal-directed activities, bounded by rules, which require skills ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 15. GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT – AND THAT INCLUDES TUG OF WAR ... ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 16. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND OF GAMES LECTURE 3 – FORMAL ELEMENTS PLAYER EMBODIMENT … AND VIDEO GAMES ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 17. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT LOSS OF SELF-CONSCIOUSNESS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Ceej: Singing In The Shower
  • 18. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT TRANSFORMATION OF TIME ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Bullet time in in Max Payne 3, PS3
  • 19. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT EXPERIENCE BECOMES AN END ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Clement Lefert, tumblr.com
  • 20. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT THE PARADOX OF CONTROL exercising or experiencing a feeling of control largely means that the outcome is unsure, which means a person is not in complete control ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 21. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC PLAYER EMBODIMENT GAMES WRESTLE CONTROL AWAY FROM US ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 22. GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT – EMBODIMENT #2. PLAY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 23. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PLAY REQUIRES ENGAGEMENT but gameplay can engage players in many different ways ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 24. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT COMPETITIVE PLAY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 25. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT CHANCE-BASED PLAY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Game of Bingo, http://blog.enclaveatwoodbridgecamapts.com/
  • 26. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT MAKE-BELIEVE PLAY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Nottingham.ac.co.uk
  • 27. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT VERTIGO PLAY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 28. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT #4. CHARACTER ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Lara Croft, Tomb Raider
  • 29. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT WHY ARE CHARACTERS USED IN GAMES? characters are used for embodiment and storytelling reasons, psychological reasons and symbolic reasons ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 30. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT EMBODIMENT ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Player embodiment in Dead Space
  • 31. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT STORYTELLING ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Aragorn as a non-player character, War in the North
  • 32. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PSYCHOLOGICAL REASONS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mirror's Edge
  • 33. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PSYCHOLOGICAL REASONS a character helps mirror the audience's fears and desires ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 34. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT SYMBOLIC REASONS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Shadow of the Colossus
  • 35. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT SYMBOLIC REASONS a character helps represent larger ideas, metaphors, and allegories ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 36. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PROTAGONIST VS ANTAGONIST ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Avatar and the Guardian, Ultima VII-IX
  • 37. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT BOUNDING CHARACTER AND PLAYER what does a character want or need? what does the player hope or fear? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 38. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT BALANCING AGENCY AND EMPATHY a pre-written character the player should simply watch from the outside vs an avatar ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 39. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT EMPATHY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Little Big Planet
  • 40. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT AGENCY ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Ultima IX, character creation
  • 41. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT FREE WILL vs PLAYER CONTROL ? THE SIMS MARIO DASTAN AVATAR ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 42. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT TYPES OF PLAYERS we also have different types of players, as we mentioned in LD3. Competitors, explorers, storytellers, achievers, jokers ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 43. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC PLAYER EMBODIMENT REMEMBER ACHIEVERS? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Increasing character statistics in Oblivion
  • 44. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT #4. PREMISE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Worlds of Ultima, Origin Systems
  • 45. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ROLE OF PREMISES a well-executed premise bounds the formal and dramatic elements in a game and heightens the players' experience of the game itself ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 46. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC PLAYER EMBODIMENT PREMISES PREVENT ABSTRACTNESS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 47. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC PLAYER EMBODIMENT PACMAN HAS A PREMISE ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 48. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT #5. STORY in most simpler games, story is just a souped-up premise and nothing more ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 49. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT SUPER MARIO ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 50. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT TENSION IS UNAVOIDABLE even with well-written story-driven games there is a constant tension between storyline progress and free development ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 51. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT GAME EVENTS AND THE PLAYER how can a player shape in-game events or modify their course when a story unfolds? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 52. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT SHOULD A PLAYER BE ALLOWED TO? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mark Hamill in Wing Commander III
  • 53. GAME DESIGN :: LD4 -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT – EMBODIMENT SKYRIM aph.org ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 54. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ASSASSIN'S CREED ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 55. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PRINCE OF PERSIA ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 56. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT -- DRAMATIC ELEMENTS AND PLAYER EMBODIMENT HOW DO BOARD AND VIDEO GAMES DIFFER? ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 57. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT USE OF THE STORYLINE one answer is in the way video games handle conflict and weave it into the storyline ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 58. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PREMISE AND STORY: JAWS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 59. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PREMISE AND STORY: DONKEY KONG ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 60. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT ONE KEY DIFFERENCE ... Mario's success in freeing his belle from Kong is in the hands of the player, unlike Brody's ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 61. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT … BUT A GENERAL PATTERN stories follow a general pattern of exposition, climax and resolution called the dramatic arc ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 62. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT CLIMAX NARRATIVE TENSION EXPOSITION NARRATIVE RESOLUTION TIME ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 63. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT DRAMATIC ARC AND 1H MINI-ARCS all forms of storytelling make use of the dramatic arc for engagement. Games also deploy shorter, session-based, 1h mini-arcs to keep players going. ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 64. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PREMISE AND STORY: LORD OF THE RINGS ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
  • 65. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT PREMISE AND STORY: PRINCE OF PERSIA ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Prince of Persia, Sands of Time
  • 66. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT BREAK ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Back in 15, right? Thanks.
  • 67. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT WORKSHOP ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Let's get going
  • 68. GAME DESIGN :: LD4 – DRAMATIC ELEMENTS AND PLAYER EMBODIMENT THAT'S ALL FOLKS This is it for this class. Thanks for following! ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS