Layout in term of player experience (intentional design)
Pacing: the speed player experience certain events in the game world
- continuity
- memory
- sense of flow (connected with what is going on)
- variety (good, well paced game, use pace to introduce different phase of game)
- play time (the link to the game and the link to a single session)
- defines the audience (who is going to play the game?)
fun
|
easy -----------well paced game----------- hard
|
hard
(depends on player, of course)
Pacing definition:
- second-to-second (what I am doing second to second)
= twitch - methodical - turn based game
= repetition
- minute to minute (what is my term of progression in game, what I am going to do next)
= ebb and flow (live of death AI director)
= travel time (how long it takes to get from an event to next event, how long it takes to figure out the next event)
= repetition
- long term
= Sense of progression (leveling in RPG, get closer to mountain in Journey). Get bigger the longer you expect the player to play the game.
= Variety (tend to matter the most because once you take long term, people will get bored in long time of doing the same time) vs repetitive (belongs to positive in some scale)
Pacing feeds into emotion feedback of player
Type of players
- Achiever
- Socializer
- Killer
- Explorer
MMO try hard to hit any type of players.
World of Warcraft is the best of them because they are the biggest.
Narrative pacing - what is the experience that the designer is handing to player
Player story and designer story
Designer story: the story the designer wants to tell you through the world, character, history of the world, and the events in the game
Player story: unique to each player depends on how they play the game
Methods to tell story in the game
- Cut scenes - 1
- Text/ audio - 1
- Environment - 2
- Game play - 2
- Art style -1
1 -> non-interactive
2 -> interactive
How is it told?
- Linear
- Branching
- Interactive story telling
No comments:
Post a Comment