Game Structure
Genre
Theme andsetting
Game world (territory) and objects
Narrative
• Goals (quests)
• Characters
• Conflict
Rewards
Rules of the game
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Theme
• The themeinvokes shared understanding
• Facilitates learning and recognition
• Facilitates interest and engagement
• It is not constrained by genre
• Consider the world, objects, actions, constraints in your
imagination when you consider
1. Pirates
2. Zombies
3. WWII
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5.
Pirates
• Players knowwhat to do in a pirate world because
players understand that pirates:
– raid merchant ships
– get chased by the navy
– fight with cannons at a distance
– fight with swords and pistols at close range
– steal cargo and bury treasure etc.
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6.
Setting
• The characteristicsof the game world in which
the game is set (location, architecture,
geography).
– Flora and fauna
– History
– Folklore
– Mythology
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Asylum
Set in an abandoned and decaying asylum
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7.
Theme and Setting
Anappealing setting encourages
engagement with the game
Implies pre-existing narrative, conflict
Change pirate to
terrorist
Set Red Riding Hood in
Wall Street
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8.
Game World -Spatial Setting
• Spatial setting is crucial for defining the game world
and its boundaries along with type and positioning of
objects
• Spaces and objects constrain action
– Open field - many attackers
– Boulders - limited attackers, possibility of ambush
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9.
Game World -Objects
• Objects in the game world must be consistent with
the theme and setting and support the narrative
– Some objects are interactable and some are not
– Some artefacts are positioned and revealed
– Some are at a fixed position
– Some are constantly on screen
– Some are transitory
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10.
Narrative
• The narrativestructure provides
– Context for actions
– Context in which problems arise, where players
must make meaningful choices with meaningful
long-term consequences
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11.
Elements of Narrative
•The following are elements that support the
narrative (telling of the story)
– Fictional or non-fictional world
– Back story (background/history)
– Plot (goal)
– Characters
– Character arc (growth of character)
– Emotion
– Dialog
– Scenes
– Tension (conflict)
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12.
Fictional Worlds &Character Arc
• The setting in which the story unfolds
• A backdrop for a scripted plot
Fictional
worlds
• If a story has a character arc, the
character begins as one sort of person
and gradually transforms into a
different sort of person in response to
changing developments in the story.
Character
arc
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Scenes
• The environmentor staging sets the mood. It should tell a
story without a character present.
• The objects and décor of a room say something about its
inhabitant.
– Colour scheme, furniture, location
– Pictures on the wall
– Old pizza trays on the coffee table
– Beer cans in the rubbish
• Outside - village - heads on stakes, huts burnt – still
smouldering…
• The scene must prime and frame the story telling process and
direct the player attention.
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15.
Levels (Scenes)
• Allowsnarrative to jump
• Travel across desert to next city
– No game play so skip (may show a cutscene)
• Same as a scene break in a novel or play
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16.
Mis en scène- Theatrics
• Theatrical tableau
– Cinematic story telling techniques
– Theatrics, drama, performance
• Creates mood and ambience
– Invokes emotion
– Helps draw the player into the game world
• Atmosphere
– Foggy night, lighting, background noises, sound of approaching enemy
• Production
– Black and white
– Retro (i.e. art-deco)
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17.
Conflict
• Game conflictis artificial conflict in an artificial
arena.
• Conflict creates tension
– Conflict occurs between protagonist (player) and adversary
(villain, competing player, AI)
• Winning may only have value in magic circle of game
– Yet players still pursue it
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18.
Categories of Conflict
•Game conflict in three categories
– Territorial conflict
– Economic conflict
– Conflict over knowledge
• These categories are neither discrete or
mutually exclusive.
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19.
1. Conflict OverTerritory
• Pieces are moved on a limited playing field
– Player strategically positions units to capture enemy and
gain ground
• Abstractly represent war and the territory over which
the battle is waged
– Go
• Military simulation
– Football and soccer
• Strategically occupy territory in a pattern that will lead to victory
– Even Tic-Tac-Toe
• Conflict over game grid cells
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20.
2. Economic Conflict
•Economic conflict is over units of value rather
than terrain
– Not just money – pieces, points, cards...
• Includes reducing players life to zero
• Pinball - accumulating highest score
• Progress through the game is often measured
according to the values assigned within this
economy
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21.
3. Conflict ofKnowledge
• Trivia, Charades
• Conflicts over knowledge that lies outside the
magic circle of the game may be inherently
cultural
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22.
Identifying Conflict
• Questionsto ask to identify conflict
– What is being contested?
– In what type of arena is contest being held?
– Over what is the conflict being raged?
– How is the progress of the conflict being
measured?
– What aspects of the conflict are being dynamically
represented?
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23.
History of Conflictin Games
• Military conquest
– Fighting, shooting, conquering
• Collectible economies
– Magic coins, money, precious objects
• Military and economic representations have a long history
– But still there are countless avenues for innovation
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24.
Rewards
It’s the rewardsof victories and treasures that
make people interested in the first place.
If you stop giving carrots, players may lose
incentive.
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25.
Types of Rewardsin Games
• Things you give to player that have no impact on the
play itself
Rewards of
glory
• For avatar – food, health, armour, abilities
Rewards of
sustenance
• Allow player access to new locations and resources
• Generally used only once
• Have no value to player after they have been used
Rewards of
access
• Enable avatar to do things they couldn’t do before or
enhance abilities
Rewards of
facility
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26.
Rules
• Define theformal structure of the game
– game setup
– turn taking
– winning condition
• Constraints on actions and feedback
• Define the game play, must therefore be
simple, explicit, and unambiguous
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27.
Rules Template byParlett
• The name of the game: The name of a game is the portal
through which you pass from the real world into that
special world in which games are played.
• Its classification: This relates it to other games and
should include a brief account of its distinctive points.
• Authority: State the provenance of the game.
• Number of players
• The gaming equipment: a brief description of how it is to
be manipulated.
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28.
Rules Template byParlett
• The aim of the game
• Detailed rules of play in the normal course of events,
with specification of what you may and may not do.
• Special rules governing exceptional cases and
occurrences.
• Penalties and corrections for irregularities.
• Ending, winning, scoring, continuation (of a multi-part
game)
• Pay-off: This may be money, title, prestige, or something
else that you carry away with you into the real world.
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