Beats & Units: A story-game design framework

Q3 Arts and Humanities
Nelson Zagalo, A. Oliveira, Pedro Cardoso, M. Vairinhos
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引用次数: 0

Abstract

There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. In this regard, we needed not only to design game mechanics that would feel complete and progressive, but also to create a narrative that provided meaning to the game experience, in order to ensure an underlying layer to the context of nutrition. For that, we had to develop a framework that could help the team in guiding the telling of the story while designing the progression of the game. In this article, we present the full framework as a story-game design approach to be employed in the creation of serious narrative games.
Beats & Units:故事游戏设计框架
开发游戏没有食谱或规则,就像开发故事一样。当我们试图定义一个游戏系统时,它不仅要创造平衡的体验,还必须讲述一个故事,让玩家产生共鸣和意义,一切都变得复杂起来。当我们必须开发一款旨在促进儿童对营养的讨论和认识的严肃游戏时,我们遇到了这个问题:FlavourGame。在这方面,我们不仅需要设计出让人感觉完整和进步的游戏机制,还需要创造能够为游戏体验提供意义的叙述,以确保营养背景的潜在层次。为此,我们必须开发一个框架,帮助团队在设计游戏进程的同时指导故事的讲述。在本文中,我们将把完整的框架作为故事游戏设计方法呈现在严肃叙事游戏的创作中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.20
自引率
0.00%
发文量
1
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