Week 9 Lecture

Page 1

  • Title: Emotional Engagement and Player Connection

    • Course: GBDA302: Digital Project 2

    • Instructors: Dr. Karen Cochrane and David Han

    • Copyright: © 2025 Dr. Karen Cochrane and David Han

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  • Territory Acknowledgment:

    • Stratford is on the traditional territory of the Haudenosaunee, Anishinaabe, and Neutral (Attawandaron) peoples.

    • Acknowledgment of Indigenous history and current presence of First Nations, Métis, and Inuit peoples.

    • Recognition of living and working on shared land.

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  • Question for Reflection:

    • What game story impacted you most?

    • Focus on a moment that left an emotional impact.

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  • Personal Reflection:

    • Game: Final Fantasy VII

    • Impact: The unexpected death of a major character affected players emotionally through loss, narrative context, and character attachment.

    • Release: 1997 by Square (Tokyo, Japan).

    • Reference: Aerith's death screenshot retrieved from Final Fantasy fandom.

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  • Ludology vs Narrative:

    • Ludology: Focus on games as systems of rules and mechanics rather than narratives.

    • Narrative: Games seen as storytelling mediums.

    • Games create emergent experiences, not fixed stories.

    • Frasca's Argument: Player interaction leads to emergent experiences distinct from static narratives.

    • Emphasis on how mechanics enable player exploration and unique outcomes.

Page 6

  • Story Structure and Plot for Complex Narratives:

    1. Epic Plot:

      • Solitary hero's struggle against a hostile world; found in action and RPGs.

      • Emphasizes physical challenges and achievements.

    2. Dramatic Plot:

      • Centers on evolving human relationships; rare due to AI challenges.

      • Found in interactive dramas and branching RPGs.

    3. Epistemic Plot:

      • Motivated by mystery; frequent in detective and puzzle games.

    4. Immersion Types:

      • Narrative immersion (spatial, temporal, emotional) vs ludic immersion (task-focused).

Page 7

  • Sources for Story Structure and Plot:

    1. Ryan, M.-L. 2009. Interactive Narrative, Plot Types, and Interpersonal Relations.

    2. Walsh, R. 2011. Emergent Narrative in Interactive Media.

    3. Frasca, G. 2003. Simulation versus Narrative: Introduction to Ludology.

    4. Jenkins, H. 2004. Game Design as Narrative Architecture.

    5. Murray, J. H. 1997. Hamlet on the Holodeck.

  • Complex Narratives Types:

    • Minimalist Narratives

    • Emergent Narratives

    • Mechanical-Driven Engagement

    • Environmental Storytelling

    • Player Expression & Agency

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  • Story Structure and Plot for Complex Narratives (Summary):

    • Types: Epic Plot, Dramatic Plot, Epistemic Plot.

Page 9

  • Epic Plot:

    • Solitary hero's struggle against a hostile world common in action/RPGs.

    • Gameplay emphasizes challenges and achievements.

    • Example: The Legend of Zelda: Breath of the Wild, where Link faces various enemies on a quest.

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  • Dramatic Plot:

    • Focuses on evolving human relationships.

    • Found in interactive dramas and branching RPGs.

    • Example: The Last of Us explores the relationship between Joel and Ellie.

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  • Epistemic Plot:

    • Driven by mystery and puzzle-solving.

    • Common in detective games.

    • Example: Return of the Obra Dinn, investigating the fate of a ship's crew.

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  • Story Structure and Plot for Minimalist Narratives:

    1. Emergent Narrative

    2. Mechanics-Driven Engagement

    3. Environmental Storytelling

    4. Player Expression & Agency

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  • Emergent Narrative:

    • Story unfolds through gameplay rather than a scripted plot.

    • Player-driven storytelling: Narrative emerges from player actions.

    • System-based interactions: Game rules create unscripted outcomes.

    • Replayability: Each playthrough may yield different stories.

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  • Emergent Narrative Continued:

    • Distinction between emergent behavior (not narrative) and storytelling.

    • Requires semiotic interactivity; players and systems jointly create meaning.

    • Example: The Sims 4 allows players to craft narratives through mechanics.

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  • Mechanics-Driven Engagement:

    • Focus on rewarding gameplay, requiring integration with story.

    • Emergent Narratives: Stories evolve based on player choices.

    • Player Agency: High player freedom for personalized experiences.

    • Systemic Storytelling: Game systems create dynamic narrative elements.

Page 16

  • Conflicts in Narrative vs Gameplay Mechanics:

    • Understanding ludonarrative dissonance is crucial for effective design.

    • Example: The Stanley Parable allows players to navigate a branching narrative where player choices influence the outcome.

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  • Environmental Storytelling:

    • The world conveys stories without direct narrative exposition.

    • Evocative Spaces: Reference existing narratives; e.g., Bioshock’s Rapture.

    • Enacted Stories: Players observe or engage in real-time events; e.g., Red Dead Redemption 2.

    • Embedded Narratives: scattered story elements across the environment; e.g., Dishonored.

    • Emergent Narratives: Players create stories based on interactions; e.g., Skyrim.

Page 18

  • Henry Jenkins' Argument:

    • Game designers as narrative architects.

    • Players construct meaning through exploration rather than following linear narratives.

    • Example: The Last of Us uses environmental details to enrich emotional depth.

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  • Player Expression & Agency:

    • Players influence narrative through interactions rather than following a pre-set arc.

    • Evocative Spaces: Reference existing narratives or player expectations.

    • Enacted Stories: Witnessing or participating in real-time events.

    • Embedded Narratives: Story elements are placed throughout environments.

    • Emergent Narratives: Player-driven story creation through world interaction.

Page 20

  • Unique Narrative Forms:

    • Players as audiences and co-authors of their stories.

    • Agency should balance player freedom and structured consequences.

    • Example: Undertale’s choices meaningfully alter the game's narrative outcomes.

Page 21

  • Integration with Gameplay:

    • Harmonizing narrative and gameplay mechanics for smooth player experience.

    • Avoiding ludonarrative dissonance where gameplay contradicts story.

    • Embedded Narrative: Story within environment mechanics; e.g., Portal 2.

    • Mechanic-Driven Storytelling: Game mechanics influencing narrative; e.g., Shadow of the Colossus.

    • Diegetic Storytelling: Natural story development within the game world.

Page 22

  • Concept of Half-Real:

    • Games operate as both rule-based systems and fictional worlds.

    • Successful integration maintains narrative meaningfulness through player actions.

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  • Examples of Integration:

    1. Portal 2: Puzzle mechanics advance the narrative.

    2. Celeste: Platforming challenges reflect inner struggles.

Page 24

  • Tips for Effective Game Design:

    1. Keep the scope manageable.

    2. Let gameplay drive the story.

    3. Choose story types that leverage team strengths.

    4. Make player choices impactful yet straightforward.

    5. Prioritize making a playable prototype first.

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  • Keeping Scope Manageable:

    • Avoid overly complex stories; focus on impactful storytelling.

    • Effective methods for small teams:

      • Environmental Storytelling: (e.g., Journey, Inside)

      • Minimalist or Emergent Narrative: (e.g., Hollow Knight)

      • Short-Form Dramatic Narratives: (e.g., Firewatch)

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  • Avoiding Complexity in Storylines:

    • Massive branching paths (e.g., The Witcher 3) can overwhelm resources.

    • Fully voice-acted dialogues are time-consuming to implement.

    • Cinematic storytelling can be resource-intensive.

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  • Let Gameplay Drive Your Story:

    • Integrate gameplay mechanics with narrative to minimize additional work.

    • Examples:

      • Celeste: Platforming reflects inner struggles.

      • Papers, Please: Passport stamping signifies moral dilemmas.

      • Untitled Goose Game: Simple objectives yield emergent comedy.

Page 28

  • Avoid Over-Reliance on Text:

    • Engaging stories can be discovered via gameplay rather than explicit text.

Page 29

  • Choose Story Type Based on Team Strengths:

    • Identify focuses:

      • Art & Design: Use environmental storytelling (e.g., Inside).

      • Coding: Focus on emergent narratives (e.g., The Sims).

      • Writing: Short, contained stories (e.g., Firewatch).

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  • Avoid Trying to Master Every Aspect:

    • Leverage what your team excels at to optimize development.

Page 31

  • Meaningful Player Choices:

    • Few impactful choices are better than complex ones.

    • Strong emotional resonance from simple choices (e.g., Undertale).

    • Examples: Zero dialogue in Inside to convey powerful narratives.

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  • Avoid Complexity in Branching Paths:

    • Stick to 1-2 major story variations for clarity.

Page 33

  • Planning for a Playable Prototype:

    • Prioritize feature ideas using a traffic light system (green, yellow, red).

    • Focus on green (must-have) features first, ensuring core mechanics function.

    • Integrate narrative elements to support gameplay while avoiding overloading.

    • Early playtesting to secure cohesion before refining additional features.

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  • Avoid High Fidelity Production at the End:

    • Start early on quality aspects to prevent last-minute issues.

    • Prevent team overload by distributing tasks evenly.

    • Manage complexity; unfinished mechanics cannot be fixed by adding features.

Page 35

  • Break:

    • Included as a pause for the session.

Page 36

  • Coding Activity:

    • Focus on hands-on coding practice related to game development.

Page 37

  • Coding Examples Section:

    1. Example 1A: Game State Management.

    2. Example 1B: Enhancing State Transitions.

    3. Example 2A: Object Pooling for Optimization.

    4. Example 2B: Utilizing Object-Oriented Programming.

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  • Example 1A: Game State Management:

    • Demonstrates switching between game states (menu, gameplay, game-over).

    • Ensures structured transitions and flow of the game.

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  • Example 1B: Enhancing State Transitions:

    • Implement fade effects for smoother transitions.

    • Improves player experience with visual continuity.

Page 40

  • Example 2A: Object Pooling for Performance:

    • Techniques to efficiently manage in-game objects to reduce lag.

    • Reuses inactive objects to prevent memory allocation issues.

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  • Example 2B: Object-Oriented Programming (OOP):

    • Structures game objects for modular organization.

    • Enables better code maintenance and reuse for various elements.

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