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Is this thing on

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Design a 'campaign' for Ready, Aim, Fire!, where the players play several games. ... is more 'primal' than narrative. Games don't tell stories, they are ... – PowerPoint PPT presentation

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Title: Is this thing on


1
Is this thing on?
2
Ready, Aim, Fire!
3
Two Games to Play
  • Pig Sty
  • Ready, Aim, Fire!

4
Rules for Pig Sty
  • Game starts with 3 Pigs on the board.
  • Pig player moves one Pig piece to an empty
    adjacent square, leaving behind a Muck piece.
  • Farmer moves one Muck piece to an empty adjacent
    square.
  • Continue taking turns until one player wins.
  • Farmer wins if all 3 Pigs are in the same row or
    column.
  • Pigs win if they are surrounded by Muck and
    cannot move.

Starting Board
5
Discussion Questions
  • Whats a good strategy for the Pigs?
  • For the Farmer?

6
Discussion Questions
  • What are the aesthetics of Pig Sty?

7
Discussion Questions
  • When does the dramatic climax of the game occur?

8
Discussion Questions
  • Can the game stalemate, or will it always end?
    Can we prove it?

9
Discussion Questions
  • 1. What is the maximum number of choices the pig
    player can have on his turn?
  • 2. on his first turn?

10
Discussion Questions
  • 1. What is the maximum number of choices the pig
    player can have on his turn?
  • 2. on his first turn?

11
Discussion Questions
  • 1. What is the maximum number of choices the pig
    player can have on his turn?
  • 2. on his first turn?
  • 3. on his last turn?

12
Discussion Questions
  • What does this graph look like?

Choices
Time
13
Discussion Questions
Choices
Time
14
The Dramatic Arc
Climax
Falling Action
Rising Action
Time
15
Drama is an Aesthetic Goal
  • Not all games need it.
  • But some want it.

16
The Dramatic Arc Pervades Game Aesthetics
  • Narrative Conflict/Resolution
  • Challenge Obstacle/Triumph
  • Discovery Novelty/Mastery
  • Submission Toil/Reward, Chaos/Order
  • Competition Equality/Supremacy

17
Drama in Detail
  • Drama Requires
  • Dramatic Tension
  • Rising and Falling Action

18
Drama in Detail
  • Drama Requires
  • Dramatic Tension
  • Uncertainty
  • Inevitability
  • Rising and Falling Action

19
Dramatic Tension
  • Uncertainty The outcome is ambiguous
  • Inevitability The outcome is imminent.

20
Drama in Pig Sty
  • Uncertainty Search tree complexity
  • Inevitability Depletion of the empty space.
  • (consider variants)

21
Other Sources of Uncertainty
  • Negative Feedback (Crash Team Racing)
  • Rising Stakes (Jeopardy)
  • Limited Information (Warcraft)

22
Other Sources of Inevitability
  • Non-reversible processes.
  • Non-renewable resources.
  • Perception is important.

23
Ready, Aim, Fire!
  • Each round you have 3 choices
  • Shoot another player
  • Shoot yourself
  • Shoot the air

24
Ready, Aim, Fire!
  • If anyone shoots you, you are eliminated.
  • Except
  • If you shoot yourself
  • and someone else also shoots you,
  • Then you are not eliminated
  • but the shooter is eliminated.
  • Play until one player remains.

25
Exercise
  • Design a campaign for Ready, Aim, Fire!, where
    the players play several games.
  • Your goal is to create a sense of drama that
    unfolds over the course of the campaign.

26
Thats all for Today
  • We will finish tomorrow.
  • Return to this room in the morning

27
Welcome Back
  • Yesterday
  • We played Pig Sty
  • We talked about drama.

28
Welcome Back
  • Yesterday
  • We played Pig Sty
  • We talked about drama.

29
The Dramatic Arc
Climax
Falling Action
Rising Action
Time
30
Drama in Detail
  • Drama Requires
  • Dramatic Tension
  • Uncertainty
  • Inevitability
  • Rising and Falling Action

31
Dramatic Tension
  • Uncertainty The outcome is ambiguous
  • Inevitability The outcome is imminent.

32
Ready, Aim, Fire!
  • Each round you have 3 choices
  • Shoot another player
  • Shoot yourself
  • Shoot the air

33
Ready, Aim, Fire!
  • If anyone shoots you, you are eliminated.
  • Except
  • If you shoot yourself
  • and someone else also shoots you,
  • Then you are not eliminated
  • but the shooter is eliminated.
  • Play until one player remains.

34
Exercise
  • Design a campaign for Ready, Aim, Fire!, where
    the players play several games.
  • Your goal is to create a sense of drama that
    unfolds over the course of the campaign.
  • Try to have something playable by 1100

35
Exercise
  • Get playing quickly!
  • Iterate!

36
Time for Coffee!
  • Take a break, then come back and playtest your
    designs.
  • If time permits, give your design to another
    group to try.

37
Discussion
  • Lets compare solutions. What different
    approaches did we take?
  • How did each of our games create uncertainty?
    Inevitability?

38
Denouement in Games
  • Games need to resolve their tension.
  • Some resolution happens outside the game.
  • Many digital games build in post-game resolution.

39
Any Final Observations?
40
Please Come to C3 for the intro to Exercise II.
41
So Games are Stories, Right?
  • Rather, Play and Narrative intersect.
  • The Dramatic Arc is the point of intersection.
  • Drama is more primal than narrative.
  • Games dont tell stories, they are stories.
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