NARRATIVE
DESIGN
UNIT 11:
Prof. Dr. Eike Langbehn
Department of Media Technology
Faculty of Design, Media and Information
Hamburg University of Applied Sciences
EXAMPLES
UNIT 2:
PLAYER-COMPUTER INTERACTION
UNIT 11: NARRATIVE DESIGN
1. INTRO
2. REQUIREMENT
ANALYSIS
3. GAME
DESIGN
0. ORGANIZATION
4. GETTING STARTED
WITH GODOT
5. USER
STUDIES
6. ANALYSIS OF
HUMAN FACTORS
7. INTERACTION
DESIGN
8. ADVANCED PROGRAMMING
WITH GODOT
9. EVALUATION
MODELS
10. MARKET
ANALYSIS
11. NARRATIVE
DESIGN
12. GAME ENGINE
ARCHITECTURE
PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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3 Act Structure
Exposition
Rising action
Climax
Falling action
Resolution
PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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Ludonarrative dissonance is the conflict between a video game's narrative told through the story and the narrative told through the gameplay.
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- Wikipedia
Ludology = Game studies
Narrative = Sequence of events that tell a story
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GAMEPLAY
STORY
EXPERIENCE
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Story and gameplay are like oil and vinegar. Theoretically they don’t mix, but if you put them in a bottle and shake them up real good, they’re pretty good on a salad.
- Bob Bates
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Gameplay
Story
Gameplay
Story
Gameplay
Story
Gameplay
PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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PLAYER-COMPUTER INTERACTION
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The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood