Tuesday, October 15, 2013

Homework 11, Chapter 15 and 16

Homework 11: Story and Indirect Control
Assigned: Tue. Oct. 15, 2013
Due: Tue. Oct. 22, 2013

Please read chapters 15 (One kind of experience is the story), and 16 (Story and game structures are artfully merged with indirect control). Answer the following questions (the homework is individual):

Yes/no answers are not valid. One must expand somewhat on each answer.

Chapter 15

  1. A goal with no obstacles is not worth pursuing. 
  2. What is the relationship between the main character and the goal? Why does the character care about it? 
  3. What are the obstacles between the character and the goal? 
  4. Do the obstacles gradually increase in difficulty? If yes, how? 
  5. Great stories often involve the protagonist transforming to overcome the obstacle. Does your protagonist transform? 
  6. How is the game world simpler than the real world? 
  7. What kind of transcendent power do you give to the player? 
  8. What is the weirdest element in the game story? 
  9. How do you ensure that the weirdest thing does not confuse or alienate the player? 
  10. Will the players be interested in the game story? Why? 
Chapter 16
  1. In what sense does the player have freedom of action? Does the player "feel" free at these times? 
  2. What are the constraints imposed on the players? Do they feel constrained? 
  3. Ideally, what would you like your players to do (lens #72)
  4. Can you set constraints to "kind of" force the player to do it? 
  5. Can you design your interface to "force" the player to do what you (the designer) wish him/her to do? 

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