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Narrative Landscapes: Shaping Player Experience Through World Geometry Brian Upton Senior Designer SCEA Santa Monica The Hero With a Thousand Faces The Hero With a Thousand Faces The Call to Adventure Crossing the Threshold


  1. Narrative Landscapes: Shaping Player Experience Through World Geometry Brian Upton Senior Designer SCEA – Santa Monica

  2. The Hero With a Thousand Faces

  3. The Hero With a Thousand Faces � The Call to Adventure � Crossing the Threshold � Heroic Adventures � Return Home

  4. The Image of the City � Kevin Lynch � 1960 � Urban planning

  5. The Image of the City � Landmarks � Paths � Edges � Nodes � Districts

  6. Landmarks (“weenies”) � Attraction � Triangulation � Uniqueness � Large vs. small scale

  7. Paths � Explicit � Trails � Corridors � Implicit � Gaps � Obstacles � Momentum � Aimed exits

  8. Edges � Game state transitions � Dramatic & gameplay beats � Reveals � Vistas � Overlooks � Ambushes

  9. Nodes � Destinations � Organized space � “Conceptual walls” � Dramatic weight

  10. Districts � Localized atmosphere � Theming, not geometry

  11. Pitfalls

  12. The Same Damn Corridor � Lack of landmarks � Over-use of paths � Over-use of instanced geometry � Symmetrical or repetitive layout

  13. The Trackless Forest � Lack of paths � Too many features of equal weight � No clear bounds

  14. The Secret Passage � Misleading weenies � Improper path weights � Edges outside of view cone

  15. The Shotgun Shack � Node-heavy levels � Lack of anticipation � Flat cadence

  16. The Weak Corner � Weak edges � Piecemeal reveal � Lack of dramatic beat � Ambiguous state

  17. The Wrong Doorway � Scale mismatch between edge/path and node � Failure to foreshadow

  18. The Road to Nowhere � Missing node � Lack of feeling of accomplishment � Poor level flow

  19. The Missing Wall � Poorly defined node � Ambiguous state � Unintended path

  20. Cadence

  21. Path-Dominant Cadence � Amped � Long linear levels � Few nodes � Few edges � Emphasis on continuous motion

  22. Edge-Dominant Cadence � Resident Evil � Short sight lines � Many corridors & doorways � Continual dramatic reveals

  23. Node-Dominant Cadence � Ico � Open spaces � Many elements to interact with � No time pressure

  24. Emotion

  25. Creating Tension � Safety vs. danger � Establishing expectations � Consistent threat cues

  26. Rainbow 6 : Claustrophobia � Short sight lines � Many corners & doorways � Safety on paths � Danger at edges

  27. Ghost Recon : Agoraphobia � Long sight lines � Few buildings � Safety at edges � Danger on paths

  28. Creating Wonder � Long paths � Scale transitions � Imposing landmarks � Upward slopes

  29. Creating Triumph � Terminal nodes � Foreshadowing � Level-long approach

  30. Mapping Plot to Geometry � Emotional narrative � Analogous to a musical score � Embedded arcs

  31. Disneyland Again!

  32. Everybody Has a Laughing Place … .

  33. bbupton@gmail.com Discussion

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