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uxs2041 game story

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Eben J Muse

on 4 March 2013

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Transcript of uxs2041 game story

Narrative, Plot, Story and Game
Narrative structures (Propp, Campbell)
Narrative and Interactivity Game story & Character Game Story and Character Further reading dsfa asdfas Narrative, Interactivity, Play, and Games by Eric Zimmerman
http://www.electronicbookreview.com/thread/firstperson/ludican-do

Game Story by SeiferTim
http://www.kirupa.com/developer/actionscript/gamestory.htm

Narrative Theory: A Brief Introduction by Ismail S. Talib
http://courses.nus.edu.sg/course/ellibst/NarrativeTheory/chapt1.htm

Star Wars Origins - Joseph Campbell
http://www.moongadget.com/origins/myth.html Theorems:
The functions of characters serve as stable, constant elements in a tale, independent of how and by whom they are fulfilled.
The number of functions known to the fairy tale is limited.
The sequence of functions is always identical.
All fairy tales are of one type in regard to their structure. Propp, Vladimir. Morphology of the Folktale. 1927. 0 INITIAL SITUATION. members of the family are introduced; hero is introduced.
1 ABSENTATION. One of the members of the family absents himself or herself.
2 INTERDICTION. Interdiction addressed to hero (can be reversed)
3. VIOLATION. Interdiction is violated.
4. RECONNAISSANCE. Villain makes attempt to get information.
5. DELIVERY. Villain gets information about victim.
6. TRICKERY. Villain tries to deceive victim.
7. COMPLICITY. Victim is deceived.
8. VILLAINY. Villain causes harm to a member of the family; or lack. Member of the family lacks something, desires something.
9. MEDIATION. Misfortune made known; hero is dispatched.
10. COUNTERACTION. Hero (seeker) agrees to counteraction.

11. DEPARTURE. Hero leaves home.
12: FIRST DONOR FUNCTION. Hero tested, receives magical agent or helper.
13: HERO’S REACTION. Hero reacts to agent or donor.
14. RECEIPT OF AGENT. Hero acquires use of magical agent.
15. SPATIAL CHANGE. Hero led to object of search.
16. STRUGGLE. Hero and villain join in direct combat.
17. BRANDING. Hero is branded.
18. VICTORY. Villain is defeated.
19. LIQUIDATION. Initial misfortune or lack is liquidated.

20. RETURN. Hero returns.
21. PURSUIT, CHASE. Hero is pursued.
22. RESCUE. Hero is rescued from pursuit.
23. UNRECOGNISED ARRIVAL. Hero, unrecognised, arrives home or elsewhere.
24. UNFOUNDED CLAIMS. False hero presents unfounded claims.
25. DIFFICULT TASK. Difficult task is proposed to hero.
26. SOLUTION. Task is proposed to hero.
27. RECOGNITION. Hero is recognised.
28. EXPOSURE. False hero or villain is exposed.
29. TRANSFIGURATION. Hero is given a new appearance.
30. PUNISHMENT. Villain is punished.
31. WEDDING. Hero is married, ascends the throne. Narrative
Story: what narrative is: its content, consisting of events, actions, time and location
Discourse: how the narrative is told: arrangement, emphasis / de-emphasis, magnification / diminution, of any of the elements of the content Plot
1) exposition,
2) rising action
3) climax
4) falling action
5) resolution Setting
Player characters (look, personality, name, background, motive)
Locations (climate, establishes, inhabitants, history)
NPC Characters / Villians (motive, obsession, resources, power )
Plot (The Quest, PCs' Role, Villians' Role, Path, Reward, Consequences) Level 1. Peripheral Interactivity

Level 2. Interactivity affecting narrative discourse and the presentation of the story

Level 3. Interactivity creating variations in a partly pre-defined story

Level 4. Real time story generation Narrative and Interactivity Story & Game Narrative & Plot Morphology of the Folktale Bartle Test http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology Playnomics Player Types Campbell's Monomyth Steps on the path Bartle Types 3D Axis Player narrative Player Axis
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