Summary: Chapter 15
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1 CHAPTER 15
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What are the keys to a game experience?
1. Story
2. Gameplay -
What is the myth of passive entertainment/stories about?
That it's much different from interactive stories and that interactive designers have little to learn from traditional storytellers.
You just sit passively and observe. -
What do passive stories and interactive stories have in common?
They have the desire to take action and thoughts and emotions -
What are the keys to a perfect story (the dream?)
1. Completely interactive
2. Greatest movie ever made
3. Freedrom of action, thought and expression -
What are the two most used methods to create a real world?
1. String of pearls
2. The story-machine -
What is the method 'String of pearls' about?
The strings : are the non-interactive stories presented in form of text, a slideshow or an animated sequence.
The pearl : a period where the player is free to move and control with a fixed goal in mind.
(Cut scene - level game - cut scene..) -
What is the method 'Story machine' about?
About generating sequences of events that are very interesting. -
What is the difference between the 'String of pearls' and 'The story machine'?
With the string of pearls, the game designer has to implement a lineair story to the game
With the 'story machine', the game designer has to implement as little story as possible to the game. -
What is a 'good game'?
A machine that generates stories when a gameplayer plays it -
Which questions do you have to ask yourself at Lens 65: The Lens of the Story Machine?
* How can I add more choices to achieve goals?
* How can I allow more types of conflicts to my game?
* How can I let player personalize the story so that they MUST achieve the goal?
* Do my rules lead to stories with interest curves?
* To who can your players tell their game-story who will care about the story?
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