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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

10: Plo ing a Story, Part 2
Now take the same game and plot the gameplay
against the dramatic arc.
?· What elements of gameplay, if any, support each
of these points?
?· How is the exposition of gameplay handled? Are
controls and mechanics clearly explained? Are
they integrated with the dramatic premise? Is
the goal clearly stated and integrated with the
main con?¬‚ ict of the story?
?· How does the gameplay cause the dramatic
tension to rise?
?· What deciding factor in the gameplay brings the
game to a climax?
?· What happens in the resolution? Do the dramatic
elements and gameplay elements help or hinder
each other?
?· How might they be be er integrated to make the
game work from an emotional standpoint?
Exercise 4.11: Plo ing a Story, Part 3
Take the same game and come up with three changes
to the story or gameplay that you believe would make
the two be er integrated.
Conclusion
The elements of drama that we have looked at form
the basis of a tool set that the game designer can use
to elicit powerful emotional reactions from players.
From integral game concepts like challenge and play, to
complex integration of premise, characters, and story,
these tools are only as powerful as the inspiration
behind their use.


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