Thursday, 30 July 2015
July 30th (Reading Notes) Storyplaying
-FN= decision point? first person narrative?
-decision points need more than one choice
-video games are the main thing that have choices
-there are rules that shows the options and how they will affect the story (like sids)
-Choice is what video games are about
-does the player know what the effects of the choices are?
-Agency is a thing and there are different ways of using it.
-choice can be uninformed and random
-choice can make you win and fail
-choices can give you info on the better one.
-their fullest interactivity is about knowing consequence
-choice is at least 2 options.
-player doesnt know it has to be a choice.
-awareness can be given though
-choice can have different motives behind it
-usually the player is interested
-player expect one option to be better.
-to have motivation you need to be informed about it.
-amount of context shows what kind of choice it is.
-if the game says it will have an effect in its context,the player will think the choices are different
-there may not even be a difference in the "choices" (illusion of choice)
-one choice must be viewed better they must differ.
-motivation is usually moral
-motivation and logic helps the choice
-choices with little info and no motivation are tedious.
-player can choose logically and randomly
-context can give no info,some info with lacking parts for the whole perspective,and all the info for whole perspective
-no info= whatever choice is okay
-too much info worsens your experience.
-no conflict=no interest
-should never say the right choice
-random choices dont work even with motivation (ie gambling)
-player doesnt feel anything is certain but things could happen.
-player is uncertain on outcomes and organizes which is better based on the info they have.
-players feel they have power if they think the choices change the story/game.
-sense of choice but the choice is meaningless without different outcomes.
-Info you get effects gameplay and immersion.
-not all choices need motivation.
-not playing anymore is an option.
-in story games,player has no motive to start.
-competitive games do as its "win"
-other choices can get in the way of what you are eventually gonna do,(side missions and ditraction quests)
-choices can switch motives from game to story (ie better Armour in a side quest instead of the main mission)
-side mission can have story too but it doesnt progress the main story usually.
-curiosity is key.
-consequence makes suspense
-exploration should done at your own pace.
-since you can explore and progress story,why not both?
-linear means you cant go back
-exploration can be more random.
-exploration doesnt mean winning ,just experienced.
-completing sometimes isnt winning ,its experiencing the whole game.
-games can have no time or urgency.
-real life = theres time game= do it whenever you feel like
-a pro to gaming is there you can stop time. (with the pause button)
-games can restrict time (turnbased)
-in turn based the moving doesnt matter time wise
because its turnbased.
-you can add urgency back into turnbased games with time limits
-timed events can be more exciting
-quick time events ....
-time in games can go wit real time to add immersion
-time is an illusion in games
-reflex choice are a thing
-thinking subconciously under pressure is a technique
-reflexes are a thing in combat
-platforming is a thing.
-barrels are urgency
-turns can have different times and level of agency
-turn based pauses agency
-you have enough time to react to make a reflex choice
-moral comes to reflex faster
-choices can have different time restraints to each other.
-choices can prevent change or cause it.
-spatial advancing enemies/problems,whereas terraria is time limit problems and prgression through environment adjustment.
-cause and effect in sim city where as minecraft can only have cause in classic mode
-starcraft/age of empires forces you to build for protection
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