Thursday 10 November 2011

Tools for Creating Dramatic Game Ideas

As games designers we must assure that our game will be dramatic, even when we don't have direct control over the narrative, a narrative that isn't scripted in advance, but emerges from the events of the game.

All drama originates from conflict and this conflict comes from contest.
We can only guide players towards this drama due to the lack of control we have. We have to make the players makes the decisions we want so they feel in control but the tension is still arisen.
To help enhance the drama within games, we have to add elements of uncertainty.

Uncertainty:
Making sure the outcome is unknown
- Force : Actually manipulating the game state directly.
  • Positive feedback loops: A denoument --> reward to the reader.
  • Negative feedback: Draws players together.
-Illusion : manipulating the player perception of the game state without actually changing it.
  • Hidden energy: deceiving the player by thinking they're ahead when both players have the same bonus.
  • Fog of war: You can only strategise over what you can actually see.
  • Escalation: Increasing the drama coming to a climax towards the end.
  • Declaration: Making competition to look closer than it actually is.
  • Cashing out: A way to level out the competition by reducing the lead. 
Inevitability:
the sense that the contest is moving forward toward resolution.
This is used to show the game is drawing to a close.

1 comment:

  1. hi chris

    these notes are brief but fine. I always think it is a good idea to add a couple of paragraphs of your own thoughts about the readings. Two things you can always do is apply the notes to games you are familiar with or alternatively to the games you are designing. This way you take ownership over the information

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