Narrative in Games. Foundations of Interactive Game Design Professor Jim Whitehead February 26, 2007
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1 Narrative in Games Foundations of Interactive Game Design Professor Jim Whitehead February 26, 2007 Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/
2 Due today Multi-game analysis essay Assignments May submit any time within next 24 hours without penalty Final game project Due next week on Wednesday Talk with your partner about how you will complete the project Turn in working game on CDROM or USB drive Game Maker: game source files (.GM6) and executable (.EXE), if possible RPG Maker: game source files, executable is required Other platforms: include source files, and executable Make sure the CDROM/USB Drive indicates which computer type (PC/Mac) this is for Include the minimum amount of files needed for your game No random, extraneous files, previous versions, etc.
3 Game Maker/RPG Maker Help Sessions Many help sessions this week Tuesday: Game Maker 12-1:10pm, Earth & Marine Sciences (E&MS) B214 Jacob Telleen, Jeff Brizzolara Wednesday: RPG Maker 5:30-9pm, E2 280 Nate Emond, Nic Kent Thursday: Game Maker 4-5:10pm, E&MS B214 David Olsen, Tim Davis
4 Computer Game Design Degree UC Santa Cruz has a four year degree program on computer game design Bachelor of Science in Computer Science: Computer Game Design A technically focused degree Year-long game design project in senior year Informational session this Friday Learn about the content of the degree We are actively seeking students for this major Job opportunities in the field How to sign up Friday, March 2, 2-4pm Location: Simularium, Engineering 2, room 180
5 Game Design Seminar: SQ 07 Next quarter I will be running a group independent study on game design Open only to students who have completed this class Goal is to improve your proficiency to create computer games Create three games, one every two weeks Each game must meet a theme topic Demonstrate games in class, receive critical feedback from me and other students Take one of the three games, and polish gameplay and design for the final project. May take for 2 or 5 credits (2 vs 3 games) Will meet once a week, TBD Indicate interest on signup sheet after class
6 Exam #2 The second midterm exam is this Wednesday Will primarily cover material between first and second exam May draw upon concepts and material from the entire class No Game Maker or history of computer games Will give list of potential questions on following slides Exam #2 will be similar in difficulty and format to the first exam Mostly short answer questions
7 Potential Exam Topics As Univ. of California students, you are expected to be able to assess complex material and make judgments concerning its relative importance. That said, it can be helpful to have some input from the Professor to help focus studying activity. The following are questions/material that are likely, but not guaranteed to appear on the exam. Anything covered in class or in the assigned readings since the last exam may appear, even if not explicitly mentioned today.
8 Exam #2 Potential Exam Questions and Topics What is a Shmup? Give at least three thematic elements of Shmups Be able to describe how a given Shmup (either one of your choice, or one shown in class) exemplifies these thematic elements Be able to give one advantage and one disadvantage of fixed (top-down, single-screen) Shmups What is a landscape narrative? Be able to give an example of this What are the advantages of being able to perform level design for a Shmup? As compared to the disadvantages of a fixed (top-down, singlescreen) Shmup? What is a manic (bullet-hell) shooter? What is a cute-em-up?
9 Potential Exam #2 Topics and Questions (2) What is a core game mechanic? Be able to define, and identify in a game of choice, or demonstrated in class What is the core mechanic of a platformer? What are the advantages of level design for platformers? As compared to prior games like Pac-Mac, Berzerk, etc. that had limited or no level design. What benefit does scrolling provide for game design In Shmups, Platformers, RPGs? What were some of the design challenges of moving platformers from 2D to 3D?
10 Potential Exam #2 Topics and Questions (3) Describe the advantages/disadvantages of Shmups, Platformers, RPGs for storytelling Consider issues such as characters, potential for dialog, breadth of story supported by genre For Shmups, Platformers, RPGs, be able to describe two distinctive qualities of the genre Or, given two genres, be able to compare/contrast by listing distinctive aspects, and how they differ What is collision detection? What is the difference between scrolling in Shmups and Platform games? Shmups are always pushing you forward, platformers typically give more freedom of movement
11 Potential Exam #2 Topics and Questions (4) What is the difference between challenge and conflict? Know Crawford s dimensions of challenge Cerebellar, Sensorimotor, Spatial Reasoning, Pattern Recognition, Sequential Reasoning, Numerical Reasoning, Resource Management, Social Reasoning Be able to give an example of each. Given a game, be able to identify the kinds of challenge it provides. Be able to identify several forms of conflict Given a game, be able to identify the types on conflict the game supports What is Crawford s definition of interactivity? What are the four important elements of his definition? Given a game example, be able to describe whether it exhibits high or low interactivity (according to Crawford)
12 Potential Exam #2 Topics and Questions What two seductions must a designer accomplish in creating their game? How does to the act of submitting to game rules lead to player pleasure? What is the lusory attitude? What is autotelic play? What are some of the implications of games being mostly autotelic? What are the elements of a game s reward structure? Types and frequency of rewards Types and frequency of punishments Be able to give examples of types of rewards in a game Given a game, be able to identify the kinds of rewards and punishments it provides. Be able to give examples of short and long term goals.
13 Workshop Highlights Attended Microsoft sponsored workshop last week Academic Days on Game Development in Computer Science Education Focus in on use of games to enhance computer science courses Also, use of computer games for education across broad range of courses Some highlights Colleen McCreary, Electronic Arts EA hires about 250 people each year fresh out of college About 70-80% are software engineers Rest are artists, except for 1% game designers Very rare to get a game design job straight out of college But, relatively easier to get a game development job
14 Workshop Highlights (2) XNA Game Studio Express A complete development environment for creating 2D and 3D games Free tool (Windows only, of course) Simplifies use of Microsoft s XNA technology stack Can create games that run on Windows PC or XBox 360 Your game, running on your (or a friend s) XBox 360 This requires Creator s Club subscription ($100/year) Write games in C# language (easier than C++ to use) Saw several very speedy demos (car racing game, flying airplane over procedural landscape) Many libraries Large use community Comes with many demo games Easy pathway to XBox Live Arcade if you wish
15 Narrative Games tell stories A game s narrative is the aspects of a game that contributes to it telling a story Questions concerning whether games are narratives, or whether narrative provides just one way to look at games are still actively debated. Narrative is also used to describe the story itself Computer games stretch the notion of narrative The interactivity of computer games, like the interactivity of hypertext, pushes hard against existing theories of linear narrative No longer just one privileged story being told; many possible ways to experience a non-linear narrative (computer game, hypertext fiction)
16 Structures for Game Narrative Embedded narrative Pre-generated narrative content that exists prior to a player s interaction with the game Cut scenes, back story Are often used to provide the fictional background for the game, motivation for actions in the game, and development of story arc Emergent narrative Arises from the player s interaction with the gameworld, designed levels, rule structure Moment-by-moment play in the game creates this emergent narrative Varies from play session to play session, depending on user s actions Game design involves employing and balancing the use of these two elements
17 Narrative Descriptor A narrative descriptor is an element of a game that communicates aspects of its story to the player Broad concept, which encompasses most visual elements of a game and its surrounding context Instructional text Cut scenes Interface elements (joystick, buttons, controller, and how they re used) Visual elements comprising the field of view of the player Example: Asteroids Instructional text places you in space So do the visual elements of the game Wrap-around space also contributes to this feeling UFO ties into cultural understandings
18 Narrative Descriptors in Games Fictive worlds The narrative of the game world Creates coherent narrative spaces in which story events take place and take on meaning Fictional world creates affordances and limitations for what is possible in the world Super Mario Bros.: Cartoon world makes things like goombas and mushrooms consistent with the world But, photo-realistic dog would be out of place, since it s not consistent with the world Story elements Individual moments of narrative play as the game progresses Individual actions of players and enemies also need to be consistent with, and support overall narrative goals Pac-Mac: chewing animation of Pac-Man supports fictional world of eating dots Pac-Man uses chewing mechanic to eat ghosts when they are vulnerable, instead of, say, shooting at them (which would be inconsistent with the world)
19 Narrative Based Design Issues What story are you trying to tell? Internally consistent fictional world? Does your gameworld allow you to easily determine what does or does not belong in the world? Do the graphic elements clearly communicate expectations about the gameworld to players? Characters How do game characters (player avatar, non-player characters) contribute to the narrative Are they consistent with gameworld? Core game mechanic Do the core actions of the player contribute to the narrative? Is the core game mechanic consistent with narrative goals, and consistent with game world?
20 Interactive Drama First conceived of by Brenda Laurel in her PhD dissertation (1986) Idea is to use drama as the guiding metaphor (narrative conception) for game design Focuses attention on intensity, enactment, and unity Player interaction deeply shapes the path and outcome of the story But, while maintaining authorial control over the story structure. Not a looseygoosey world. Wants the player to be immersed in the game world as a character in the story.
21 Tension Between Embedded and Emergent Narrative Games provide rule-driven worlds Provides support for emergent styles of narrative What the player does comprises the story Narrative involves telling a story If the designers wants to maintain broad control over the story, involves predestination, or at least guiding towards one of a set of destinations Where gameplay is all about interactivity, narrative is about predestination. There is a pervasive feeling in the game design community that narrative and interactivity are antithetical. Mateas and Stern, Interaction and Narrative Demonstration of Facade
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