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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