Monday, 24 March 2014

Tools for Creating Dramatic Game Dynamics

Within Salen and Zimmerman's The Game Design Reader: a rules of play anthology (2006), there is a section written by Marc LeBlanc entitled 'Tools for Creating Dramatic Game Dynamics'. I find this article to be particularly intriguing, as it seeks to provide readers with the tools and knowledge they might need to create drama in games. Here I have included the notes I took on the matter.

Introduction

  • Games can tell stories
  • Games can become stories
  • Drama is desired in games
  • It can be difficult to create:
    • No direct control over a game
    • Designers can only create circumstances for drama to emerge from
Mechanics, Dynamics, and Aesthetics

  • Framework for viewing games
  • Mechanics - Things required to play the game
  • Dynamics - 'Behaviour' in the game
  • Aesthetics - Emotional content
  • Three questions:
    • How does drama function as an aesthetic? 
    • What kinds of dynamics evoke drama?
    • From what mechanics do these dynamics emerge? 
The Dramatic Arc

  • Drama is one kind of aesthetic
  • Dramatic tension - Level of emotional investment in a story
  • Drama isn't scripted, it emerges
  • Conflict is required for drama
  • Conflict comes from contest.
  • Tension is the product of: 
    • Uncertainty - The sense that the outcome of the contest is unknown
    • Inevitability - The sense that the contest is moving forwards towards resolution
  • Tension requires both.
    • Over the course of the game, the inevitability increases and the uncertainty decreases.
    • The climax is where there is realiszation, and no more uncertainty.
Game Dynamics that produce Dramatic Tension

  • Uncertainty and inevitability are usually created by separate systems
    • This gives more fine control
  • Create uncertainty with:
    • Force - Manipulating the state of the contest
    • Illusion - Manipulating player perception
  • Tools to create uncertainty:
      • Feedback (Real/pseudo)
      • Escalation
      • Hidden Energy
      • Fog of War
      • Deceleration
      • Cashing out
  • Tools to create inevitability:
    • Ticking clocks:
      • Literal clock
      • Non renewable resources
      • Non reversible processes
I think this is all very useful information for creating drama, but in particular the notes on uncertainty and inevitability are of interest to me. With regards to articles I read around the subject of games design, I find the ones that hit me the hardest are ones who's content I can see echoed in games I see or play; and this is certainly one of those.

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