Saturday, March 23, 2013

#24 - The Art of Game Design Chapter 18,19,20

Chapter 18 - Worlds contain Characters


The breakdown of different character type adds some depth to my own understanding of a game, based on the three types of main media - books, movies and games.  But its important that a video game character be of any type  - they should all work.  For instance, the dimensions of character complexity can be a parameter to a game.  Another point to emphasize is that characters should be memorable, and one that adds to this is the complexity of the character name itself.  Names like Samus Aran come to mind - these type of names you don't see in the real world.  Because of their uniqueness, they tend to stick out and bring about an easier attachment to the overall experience (being or meeting) in the character.

An excellent example related to character trait is Chrono Cross.  The lead programmer for that game writes a script that "translates" the style of speak for the characters depending on which character it is that accompanies you throughout the main functions of the game.  The  story told by the character is the same regardless of which character you take.  But for example, you may take a pirate-type character or a french-dame with you, and the language is converted to reflect the type of character.

Lens #75: The Lens of the Avatar
Lens #76: The Lens of Character Function
Lens #77: The Lens of Character Traits
Lens #78: The Lens of the Interpersonal Circumplex
Lens #79: The Lens of the Character Web
Lens #80: The Lens of Status
Lens #81: The Lens of Character Transformation

Chapter 19 - Worlds Contain Spaces


The space of the world is that physical design world where the character can roam.  I would add to this, the manner in which the characters move in the world.  For instance, a lot of games emphasize continuous smooth movement, and some games focus on grid-based cell movement (like chess).

Lens #82: The Lens of Inner Contradiction
Lens #83: The Lens of The Nameless Quality

Chapter 20 - The Look and Feel of a World Is Defined by Its Aesthetics


This chapter seems like a recap of a lot of previous Lenses.  As a summary on aesthetics, it can help bring your game to life and add to the memorable experience.  It takes a real graphical eye to see that the aesthetics are proper - and it depends on the kind of game you build.  For example, a non-photorealistic approach may be more appropriate over a cell-shading cartoon style.  As another detail, sometimes people don't notice details.  The level of detail used may depend on the environment.  That seems funny to say.

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