Thursday, September 25, 2008

Analysing "The Witcher" — Spel, spelande & spelkulturer

Spel, spelande & spelkulturer I
Spel, spelande & spelkulturer I,
originally uploaded by miabacke.
Ulf Hagen, Jon Manker have looked at the game The Witcher, which is based on a series of novels by a Polish author. Main character: Geralt (a witcher). Humans, alves, dwarfs, dryads, water nymphs and various monsters.
Theory: Interactive storytelling - Anna Gunder, Henry Jenkins. Multisekvential storytelling (tree structure) - Gunder. Narrative architecture - Jenkins. Flashbacks are there since Geralt has lost his memory. Jesper Juul & Erving Goffman (via Fine).

Proposing the "Game Experience Model" where R = rules, F = fiction, G = game, P = player, W = world, + key-up = more immersed, - key-down = less immersed.

Examples:

1. OTS (over-the-shoulder camera) Does it make the player more or less immersed? Personal if it's perceived as good or bad. Affects world + rules.
2. Fading out in cut scenes. Time irregularities. Affects world + fiction.
3. Is the interface seamless or not? When comes the tutorial/cutscene? Is it intrusive? Affects game + rules.
4. Too similar characters. Who is who? Affects game + fiction.
5. Illogical dialogues. Affects player + fiction.

Do design choices lead to key-up or key-down? Choices need to be interesting.

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