Storyworks
The mechanics of storycraft for Designer's and GM's are fashioned from various "storytelling devices" to communicate their story. Mechanics may be enacted both in-game and out-of-game before, between and after gameplay sessions. Any method that conveys information about the game has the potential to be a part of storyworks.
- In-game
- Visual, Text
- Instructions or story
- Hints or notes
- Visual, Graphic
- Images, still
- Images, dynamic
- Audial
- Narration
- Dialogue
- SFX and BGM
- Combinations and Hybrids
- Gameworld Setting
- Cut-Scenes (Cinematic)
- Overlays (Map-Text, Map-Narration)
- Complex Objects Signboards, Books, Graffiti (Image-Text)
- NPC behavior
- Technical
- Difficulty or Level settings
- Out-of-Game
- Visual, Text
- Articles, stories
- Manual, strategy book
- Visual, Graphic
- Cut Scenes
- Images
- Audial
- Narration
- Dialogue
- Combinations and Hybrids
- Advertisments (still or cut-scenes)
- Info-sites
- Testimonials
- Events
- Physical
- Paraphernalia (regalia, trinkets, swank)
- What does a story determine for the game being designed?
- Are player actions and choices able to influence the direction or outcome of the game?
- If play can effect the game, to what degree?
- What scope (in-game, out-of-game) will benefit the game design?
- For consideration:
Ref > http://www.gamegrene.com/node/820
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