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
- 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?
- 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.
- 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
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