class: center, middle # Creación de Videojuegos ### World Building --- class: center, middle # World Building --- class: center, middle # Star Wars
--- class: small # What's so great about Star Wars? * "It is a period of
civil war
. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic
Empire
. " * "*Tarkin*: The
Imperial Senate
will no longer be of any concern to us. I have just received word that the Emperor has dissolved the council permanently." * "*Leia*: The more you tighten your grip, Tarkin, the
more star systems
will slip through your fingers." * "*Vader*: A tremor in the Force.
The last time
I felt it was in the presence of
my old master.
" --- class: small # What's so great about Star Wars? * The story does not *need* these references * But they give the story *context* * And a *purpose* * They allow audiences to imagine their own story within the larger world --- class: small # What about Video Games? * There are Star Wars games ... * Skyrim: Dragons were created by one of the gods * Warcraft: Orcs & Humans (1994): Orcs come from
another world
, Draenor
World of Warcraft: The Burning Crusade (2007): Players can visit what's left of Draenor: Outland * Overwatch: "Long before she took up the alias "Sombra," Olivia Colomar was among the thousands of children who were left orphaned in the aftermath of the Omnic Crisis." * Stardew Valley: Pelican Town is located within the Ferngill Republic, at war with the Gotoro Empire across the Gem Sea --- # What are good worlds? * They are intuitive * Can be used to tell many stories * Are about wish/fantasy fulfillment * Allow discovery * Are different from the real world --- # Name a world! * Intuitive? * Stories? * Wishes/Fantasies? * Discovery? * Not RL? --- class: center, middle # Characters --- # Characters * Rey * Sherlock Holmes * Indiana Jones * Black Widow * You --- class: small # The Avatar * Sanskrit: "descent", refers to the material appearance or incarnation of a deity on earth. * Allows the player to identify themself with their character * Allows the player to
play as
someone * Two approaches: - Blank Slate - Ideal form --- class: center, middle # Name a video game protagonist you really like to play as! --- # Maybe the greatest video game character of all times
(Portal) --- # Why is Chell great? Blank Slate * Does not speak * Non-threatening * One goal: Escape * You don't even really see her (unless you try) * Inclusive --- # Ideal form * Strong warrior * Wise mage * Stealthy assassin * Savvy adventurer * Customizable character --- # Ideal form: challenges * Non-customizable: Limited options * Often further limited by game play * Reliance on stereotypes * Over- and underrepresentation of certain populations --- # How about being inclusive?
Polygon article
--- # Non-player characters (NPCs) * In stories, characters serve the story * In games, characters serve game play (and story) * Instead of characters, create
roles
* These roles can then be filled by characters as needed --- # NPC roles, examples * Mentor: gives players advice/quests/pointers * Assistant: helps player with quests * Villain: the main antagonist * Minion: helps the villain * Town folk: require help from the player * etc. --- # Character traits * Background * Likes/dislikes * Temperament * Goals * Alliances/Enemies * World view --- # Name a famous character? * Background? * Likes/dislikes? * Temperament? * Goals? * Alliances/Enemies? * World view? --- class: center, middle # Let's make this character the villain ## What role and relation to the main character would they have? --- class: center, middle # Narrative --- class: small # Narrative * Characters actually *do* something * Narrative consists of two parts: - Story: What is happening - Discourse: How is it told * The story does not have to be explicitly defined in the game --- class: small # What drives the story? * Goals - Character goals - Authorial goals * Obstacles - Something does not work out as planned - Someone else is trying to interfere because of a conflicting goal --- # Story * Remember the pencil, eraser, book? --- class: small # Discourse: How do we actually tell the story? * Cut scenes * Dialog * In-world artifacts * Interactions --- # History
(Dwarf Fortress) --- class: small # What about the player? * The narrative can guide the player along the levels - Player has to resolve the obstacles * The player could also make decisions that influence the narrative - Branching stories - Combinatorial explosion * There is no story, the narrative emerges from interactions --- # Social Aspects: What's in the world? * Inclusive designs * Representation of cultures * Stereotypes
(Overwatch)
--- class: center, middle # Economy ## (In Massively Multiplayer Online Games) --- class: small # Economy * If there is any way to trade, there is currency * In most games, everyone can produce anything (given enough time) * The fundamental unit of value is therefore "time" * Fun also plays a role: If everyone does the same dungeon, items found in that dungeon will drop in value --- class: small # Economy: Let's say there is money/gold * You get some money for killing a monster * Many players kill lots of monsters * Money is actually "harvested", because it has no theoretical maximum quantity * That's why your equipment "breaks", transportation costs money, etc. * Other option: You don't get incidental money (EVE Online) --- class: small # Auction Houses * Sell-order only * Buy- and sell-orders * Final Fantasy XIV (2010) - Bazaar system - Retainers --- class: small # References * The Art of Game Design, a Book of Lenses, Jesse Schell, chapters 18 and 19 *
Virtual Economic Theory: How MMOs Really Work
by Simon Ludgate