“You know what's really exciting about video games is you don't just interact with the game...

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“You know what's really exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick, but you're asked to interact with the game psychologically and emotionally as well. You're not just watching the characters on screen; you're becoming those characters”. - NINA HUNTEMANN, Game Over

Transcript of “You know what's really exciting about video games is you don't just interact with the game...

Page 1: “You know what's really exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick,

“You know what's really exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick, but you're asked to interact with the game psychologically and emotionally as well. You're not just watching the characters on screen; you're becoming those characters”. - NINA HUNTEMANN, Game Over

Page 2: “You know what's really exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick,

GAMES STORY DEVELOPMENTLesson 7

Character development

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AIMS AND OBJECTIVES

Describe the elements used in character development

Identify key elements of characters in game story

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RECAP

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EVIDENCE

By the deadline you will need to;

Game story Development notes Research notes A bibliography

Deadline: 17/01/13 – start of lesson

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THE PROCESS Purpose

Target Audience

Components

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PLOT DEVICES

Types (deliverance, revenge, pursuit, disaster, revolt, enigma, exposition, foreshadowing, conflict or problem, complication (rising action after inciting incident)

Goal (MacGuffin) Ticking clock Plot twists Suspense Resolution and conclusion

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CHARACTER TYPES

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CHARACTER TYPES

Antagonist Protagonist Guardian Sidekick Player character Non-player character

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CHARACTER BACKSTORY

Physiological Sociological Psychological Issues of representation Character capabilities Inventory Character growth

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CHARACTERISTICS Physiological characteristics: Appearance,

gender, age, weight, actions, speech (language, accent, words, tone)

Sociological characteristics: Friends, family, economic power, occupation, education, race, political views

Psychological characteristics: beliefs, optimism, pessimism, extrovert, introvert, intelligence, how they deal with representation,

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OTHER CHARCTERISTICS

Character capabilities: climb, skilled in weaponry, jump

Goals

Character growth

Other: wardrobe, inventory

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THE MASTER CHIEF

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PHYSIOLOGICAL CHARACTERISTICS:

Green amour with a gold visor Faceless character but you know who he is. Male. 80 years old but a body of 25-40 years old

due to extended timing in cryo-stasis. Bulky - the weight of a truck with amour

(referenced in Halo 3) Talks very little in earlier games, more

developed in Halo 3, mature old man voice, similar to Solid Snake. High level of vocab.

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SOCIOLOGICAL CHARACTERISTICS:

• Stolen from his parents by the military – prime target for the Spartan II project.

• Two best friends in the military.• Highest rank: leader of the Spartans• Education by military.

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PSYCHOLOGICAL CHARACTERISTICS

Highly intelligent “No man gets left behind” - his backstory of

when he was 15 on his first military program (not shown in the game).

Optimistic Introvert – personally Extrovert – missions

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OTHER CHARACTERISTICS

Character capabilities Skilled in all forms of combat: Gameplay elements Jumps high, moves faster. Vehicles

Goals “finish the fight” Protect humans and the galaxy

Other Amour upgraded but minor change in appearance Vast range of guns.