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Dramatic Elements Story

Dramatic Elements Story. The plot thickens!. Dramatic Elements. These dramatic elements make a game enjoyable. Challenge - a demanding or stimulating situation Play - participate in games Premise - set forth beforehand, often as an explanation

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Dramatic Elements Story

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  1. Dramatic ElementsStory The plot thickens!

  2. Dramatic Elements • These dramatic elements make a game enjoyable. • Challenge - a demanding or stimulating situation • Play - participate in games • Premise - set forth beforehand, often as an explanation • Character - fictional character: an imaginary person represented in a work of fiction • Story - narrative: text that tells the course of events, particulars of an act, or occurrences.

  3. Story (Dramatic elements 5) • Story - different significance in games. • No story: Checkers • Only a backstory, or an elaborate permise– “Once upon a time in a far away place, there lived an evil king.” Backstory creates motivation, but is not affected by gameplay. • Detailed story with a branching storyline – causes the players to make choices that affect the outcome of the game.

  4. The Dramatic Arc • Shows the changing levels of story tension verses time. • Detailed storylines provide lots of dialogue and conflict between characters which usually escalate to some form or climax followed by falling action and a resolution. • Often, just when the player thinks the climax has occurred, some new unforeseen event happens which changes the course of events. • Watch example: http://www.amazon.co.uk/gp/mpd/permalink/mQXHCPO1QCWBD:mN5YM62NMY7BY/026-6255684-4453213

  5. Classic Dramatic Arc 5 • Exposition • Inciting Incident • Rising Action • Crisis • Climax • Falling Action • Resolution Complication 4 6 3 2 7 1 Resolution Time

  6. Dramatic Arc • Exposition –setting, characters and concepts important to the action • Rising action –events that lead up to the climax • Conflict-The protagonist has a goal opposed by the antagonist • Climax-Big showdown between the main characters • Falling action-the conflict begins to resolve • Resolution or denouement – all is finally resolved

  7. Examples of Dramatic Arcs • Take a movie and using the dramatic arc go through the story line of the movie. Jaws is a good example. (see sample) • Now do the same with a game. Donkey Kong is a good example. (see sample)

  8. Dramatic Arc- Jaws • Exposition –Sheriff in small town has trouble with shark attacks • Rising action –People are getting attacked by a shark • Conflict-When Sheriff goes out to kill the shark • Falling action-When he kills the shark and returns the town back to safety! • Resolution or denouement – all is finally resolved town back to normal

  9. Dramatic Arc- Donkey Kong • Exposition – Plumber’s girlfriend has been captured by a giant ape! Gasp! • Rising action –Mario climbs up the construction site while dodging things. (The levels of the building) • Conflict-Directly fights the ape • Falling action-Rescues girlfriend! • Resolution or denouement – You win game

  10. Branching Story Structure • It’s a good idea to chart your story into branching idea and concepts. • This helps the flow of the story or game. • Programmers and game artists can see the next step in the story line.

  11. Branching Story Structure: The Three Bears Which bowl should she taste? Big Small Medium Right? Right? Right? Not right? Not right? Not right?

  12. Your Turn: Pick a story or Game (Hint: you may need to add or delete circles.)

  13. Hero’s Journey: Summary of Steps • Departure • Inititation • Return

  14. Hero’s Journey: Departure 1 of 2 • The Call to AdventureThe point in the hero’s life when they are notified that everything is going to change • Refusal of the CallAt first, the hero refuses. Usually from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that hold the hero in the current circumstances. • Supernatural AidOnce the hero has committed to the quest, consciously or unconsciously, a guide(s) and magical helper appear, or becomes known.

  15. Hero’s Journey: Departure 2 of 2 • The Crossing of the First ThresholdHero actually crosses into the adventure, leaving the known limits and venturing into a dangerous realm where the rules and limits are not known. • The Belly of the WhaleRepresents the final separation from the hero's known world and self. It is sometimes described as the hero's lowest point, but it is actually the point when the person is between or transitioning between worlds and selves. The experience, which is often symbolized by something dark, is unknown and frightening. By entering this stage, the person shows their willingness to undergo a metamorphosis, to die to him or herself.

  16. Hero’s Journey: Inititation 1 of 2 • The Road of TrialsA series of tests, tasks, or ordeals that the hero must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in threes. • The Meeting with the GoddessRepresents the point in the adventure when the hero experiences a love that has the power and significance of the all-powerful, all encompassing, unconditional love that a infant may experience with his or her mother. In other words, the person begins to see him or herself in a non-dualistic way. This is a very important step in the process and is often represented by the person finding the other person that he or she loves most completely. This unconditional love and /or self unification does not have to be represented by a woman. • Woman as the TemptressAt one level, this step is about those temptations that may lead the hero to abandon or stray from his or her quest, which as with the Meeting with the Goddess does not necessarily have to be represented by a woman. For Campbell, however, this step is about the revulsion that the usually male hero may feel about his own fleshy/earthy nature, and the subsequent attachment or projection of that revulsion to women. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey.

  17. Hero’s Journey: Inititation 2 of 2 • Atonement with the FatherIn this step the person must confront and be initiated by whatever holds the ultimate power in his or her life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving in to this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power. For the transformation to take place, the person as he or she has been must be "killed" so that the new self can come into being. Sometime this killing is literal, and the earthly journey for that character is either over or moves into a different realm. • ApotheosisTo apotheosize is to deify. When someone dies a physical death, or dies to the self to live in spirit, he or she moves beyond the pairs of opposites to a state of divine knowledge, love, compassion and bliss. This is a god-like state; the person is in heaven and beyond all strife. A more mundane way of looking at this step is that it is a period of rest, peace and fulfillment before the hero begins the return. • The Ultimate BoonThe ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.

  18. Hero’s Journey: Inititation 1 of 2 • The Road of TrialsThe road of trials is a series of tests, tasks, or ordeals that the person must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in threes. • The Meeting with the GoddessThe meeting with the goddess represents the point in the adventure when the person experiences a love that has the power and significance of the all-powerful, all encompassing, unconditional love that a fortunate infant may experience with his or her mother. It is also known as the "hieros gamos", or sacred marriage, the union of opposites, and may take place entirely within the person. In other words, the person begins to see him or herself in a non-dualistic way. This is a very important step in the process and is often represented by the person finding the other person that he or she loves most completely. Although Campbell symbolizes this step as a meeting with a goddess, unconditional love and /or self unification does not have to be represented by a woman. • Woman as the TemptressAt one level, this step is about those temptations that may lead the hero to abandon or stray from his or her quest, which as with the Meeting with the Goddess does not necessarily have to be represented by a woman. For Campbell, however, this step is about the revulsion that the usually male hero may feel about his own fleshy/earthy nature, and the subsequent attachment or projection of that revulsion to women. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey. • Atonement with the FatherIn this step the person must confront and be initiated by whatever holds the ultimate power in his or her life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving in to this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power. For the transformation to take place, the person as he or she has been must be "killed" so that the new self can come into being. Sometime this killing is literal, and the earthly journey for that character is either over or moves into a different realm. • ApotheosisTo apotheosize is to deify. When someone dies a physical death, or dies to the self to live in spirit, he or she moves beyond the pairs of opposites to a state of divine knowledge, love, compassion and bliss. This is a god-like state; the person is in heaven and beyond all strife. A more mundane way of looking at this step is that it is a period of rest, peace and fulfillment before the hero begins the return. • The Ultimate BoonThe ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.

  19. Hero’s Journey: Return 1 of 2 • Refusal of the ReturnSo why, when all has been achieved, the ambrosia has been drunk, and we have conversed with the gods, why come back to normal life with all its cares and woes? • The Magic FlightSometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it. • Rescue from WithoutJust as the hero may need guides and assistants to set out on the quest, often times he or she must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience. Or perhaps the person doesn't realize that it is time to return, that they can return, or that others need their boon.

  20. Hero’s Journey: Return 2 of 2 • The Crossing of the Return ThresholdThe trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world. This is usually extremely difficult. • Master of the Two WorldsIn myth, this step is usually represented by a transcendental hero like Jesus or Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds. • Freedom to LiveMastery leads to freedom from the fear of death, which in turn is the freedom to live. This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past.

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