Connor Scott Thesis Presentation
What to Expect: 1 . Previous Work 2. The Statement 3. The Research 4. The Application
Previous Work:
Design in General:
Design in General:
Design in General:
Content Design & Other IP's:
Content Design & Other IP's:
XP in RPGs:
Jump The Universe
The Jump Universe:
The Statement:
“Through the implementation of quests and sub-quests in non-digital games, gameplay mechanics and the aesthetics of the monomyth intertwine, allowing for dynamic, non-linear gaming experiences within board game systems. "
Thesis Research:
Games Are Non-Linear: Games are a non-linear medium... ...but stories are linear. How can we make a non-linear story?
Games Are Non-Linear: “A game is non-linear. Games must provide at least the illusion of free will to the player; players must feel that they have freedom of action within the structure of the game. ” -Costikyan
Games Are Non-Linear: 20 15 Story + Game = Less Effective 10 5 0 Effectiveness
Hypertext Fiction: It gives users 'choice... ' -but- ...it takes control away from the author.
Gamebooks: Allow readers to play the part of the protagonist.
Paragraph-System Board Games: “ ...it's as if the text on page 86 could change in response to choices elsewhere in the gamebook. ”
??? Is it a game, narrative, or interactive story?
The Compromise. . . Game > Story Story > Game
MDA: “A game development paradigm designed to help developers make the most out of a game idea, and proceed efficiently through the complex process of bringing a game to market. ”
MDA: Mechanics → Rules Dynamics → Systems Aesthetics → Experience ------------------------------- Mechanics → Dynamics → Aesthetics
the 8 Aesthetics: • Fellowship (social) • Sensation (sense-pleasure) • Fantasy (make-believe) • Discovery (uncharted territory) • Narrative (drama) • Expression (self- discovery) • Challenge (obstacle course) • Submission (pastime)
Quests and Journeys:
Quests: “Quests in games can actually provide an interesting type of bridge between game rules and game fiction. ” Ludology → Narratology
What is a Quest? Quests can be a... “sequence of major and minor goals with an uncertain outcome in which we struggle with good and evil impulses” They are... “An activity in which players must overcome challenges in order to reach a goal. ”
What is a Quest? “Quests can be used to unify both meaning and action. ” -Jeff Howard Games Narratives Quests
What is a Quest?
World of Warcraft: the Board Game Quest based game, but... ...there's only 1 type of quest, and... ...there's no narrative.
World of Warcraft: the Adventure Game Quest based game, but... ...there's still no narrative, and... ...it's all up to chance.
What About the Journey? “ ...the spacial movement and temporal duration entailed by a quest. " ??? Systems of Quests = the Journey
What About the Journey? “this journey constitutes a protagonist's quest to overcome various obstacles and enemies. ” -Susan Tosca
Quests, as Applied to MDA Mechanics Dynamics Aesthetics so... Mechanics Quests Aesthetics which means... Mechanics Quests Narrative or... Mechanics Quests Monomyth
Narratives in Board Games: “It can be players inventing a story line and saying it out loud, it can be a series of events generated by the system that creates a story in the players mind, it can be a preset plot that the players discover section by section, or it can be as simple as a description of a sports event which the player follows with interest. ” -Mike Siggins
Narratives in Board Games: “Boardgame systems have their advantages. They can be designed to offer punchy , time limited experiences that are self contained. They allow a player to experience numerous vastly different subjects and situations. ”
Reactive Systems: “In the active capacity , the player creates or at least affects the story in tandem with the game system. In multiplayer games, several players will influence the unfolding action, for instance by financial decisions in the building of a railway , or perhaps simply by playing sequential event cards, and the system must be able to assimilate and manage these multiple inputs. Again, the ability to rationalize is crucial. In this case, the players are the prompters and assume proactive roles, while the system, in varying degrees, becomes more reactive. ”
Quests and Sub-Quests: “The balance of main quest and side quests resolves potential tension between the multiplicity valorized by postmodern theories of new media and the unity implied by an ancient 'monomyth' or 'grand narrative'” -Jeff Howard Sub-Quests (Sub-Missions) and Primary Quests (Campaign Missions) make up the Entirety of Jump . When used together, they allow all of the mechanics to create the Goal: the monomyth
Campaigns: A 3-Act Structure propels the campaign forward, creating a story through the missions you choose to complete. Each campaign provides a different gaming experience, while the game's mechanics change as the game progresses.
5-Act Structure: Act I – Act II – Act III – Act IV – Act V Beginning – Challenge – Catharsis – Climax – Resolution Act I Each Act corresponds with Act II its own section of the board Act III
Timeline: Summer 2010 → Begin research and initial prototype development. Fall 2010 → Continue research and conceptualize new prototype - considering what was learned from the first iteration - for Studio II. Winter 2011 → Studio II; 45-hour review. Continue research beyond review and produce beta prototype. Spring 2011 → Apply research and preform vigorous beta testing while concluding studies. Summer 2011 → Apply industry experience to thesis and prototype. Fall 2011 → Conclude research. Submit final thesis paper and visual component.
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