opportunities for fiction and fantasy in videogames

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Rui Prada

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Page 1: Opportunities for Fiction and Fantasy in Videogames

Rui  Prada  

Page 2: Opportunities for Fiction and Fantasy in Videogames

Image  by  Mikko  Kinnunen  

Page 3: Opportunities for Fiction and Fantasy in Videogames

¡  An  artifact  that  promotes  an  activity  §  To  play  

¡  Is  interactive  §  Players  are  proactive  §  Flow  of  events  in  the  game  relates  to  players  actions  

¡  Has  constraints  §  Rules  §  Boundaries  

Page 4: Opportunities for Fiction and Fantasy in Videogames

¡  Separates  the  game  world  from  the  real  world  

¡  Supports  the  creation  of  fiction      

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¡  The  fiction  supports  the  attribution  of  meaning  to  the  players’  actions  §  Consists  of  a  framework  for  interpretation  §  Translates  real  world  actions  into  game  world  (fictional)  actions  /  consequences  

§  Transforms  the  player  (in  the  real  world)  ▪  Emotional  impact  ▪  Conveys  a  message  

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¡  Players  pursuit  goals  

¡  Players  make  meaningful  choices  §  To  achieve  the  goals  

¡  Players  care  for  the  results  §  They  want  to  win  

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¡  The  game  is  a  conceptual  artifact  in  the  mind  of  the  player  §  Supported  by  physical  and  digital  assets  

¡  Any  activity  can  be  turned  into  a  game  §  If  the  player  defines  goals  within  the  Magic  Circle  

Page 8: Opportunities for Fiction and Fantasy in Videogames

¡  A  conceptual  artifact  that  §  Defines  constraints  and  choices  ▪ What  can  be  done  

§  Supports  the  definition  of  goals  ▪ What  should  be  achieved  

§  Supports  the  evaluation  of  states  ▪ What  is  preferable  

§  Supports  the  definition  of  the  Magic  Circle  ▪  Detachment  from  the  real  world  

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¡  Science  Fiction  and  Fantasy  are  often  adopted  in  the  fiction  of  videogames  §  Players  live  in  worlds  with  magic  and  dragons  §  Learn  and  cast  spells  §  Explore  and  discover  the  universe  §  Build  spaceships  §  Discover  new  technology  § Meet/fight  aliens  and  mythical  creatures  

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¡  If  the  Magic  Circle  fades…      …the  game  is  about  real  life  

 

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¡  The  game  is  a  means  for  the  player  to  live  an  experience  §  Impersonate  a  character  §  To  live  a  dream  

¡  The  experience  is  §  Doing  §  Feeling  §  Remembering  

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¡  Provides  satisfaction  of  needs  §  Achievement.  Achieve  milestones,  finish  tasks.  §  Power.  Have  an  impact  on  the  world,  improve  skill.  

§  Affiliation.  Maintain  positive  interactions  with  others.  

§  Avoidance.  Self-­‐preservation,  seeking  certainty.  

¡  Balance  Novelty  and  Control  

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¡  Has  emotional  impact  §  Internal  sensations  linked  to  assessment  of  situations  

§  People  have  needs  of  emotional  regulation  (to  relax  or  get  excited)  

§  Regulate  engagement  (attention  and  motivation)  

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a. b. c.

d. e. f.

Anger& Fear& Disgust&

Surprise& Happiness& Sadness&

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¡  Supports  learning  

¡  The  experience  is  ruined  if  §  There  is  nothing  to  learn  §  It  is  impossible  to  learn  (noise,  sensory  overload)  §  There  is  no  interest  in  the  things  learnt  (are  not  applied  in  the  game)  

¡  Balance  guidance  and  self-­‐exploration  

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¡  Provides  pleasure  §  Sensation:  game  as  sensory  pleasure  §  Fantasy:  game  as  make  believe  §  Narrative:  game  as  drama  §  Challenge:  game  as  obstacle  course  §  Fellowship:  game  as  social  framework  §  Discovery:  game  as  uncharted  territory  §  Expression:  game  as  self-­‐discovery  §  Submission:  game  as  pastime  

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¡  The  experience  changes  over  time  §  The  player  changes  

¡  Need  to  maintain  the  engagement  §  Attention  /  concentration  § Motivation  /  interest  

¡  Playing  is  a  voluntary  activity  

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Skill  

Challeng

e  

The  Flow  channel  

Tension  point  

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¡  A  game  is  a  communication  artifact  §  Theme  /  subject  ▪  ex:  Football  

§ Message  /  perspective  ▪  Ex:  the  perspective  of  a  football  player  ▪  Ex:  teamwork  is  important  

¡  The  goal  of  the  game  is  to  provide  the  means  for  the  experience  

 

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¡  Narrative  is  part  of  the  progression  of  the  experience  

¡  A  game  can  be  a  good  way  to  convey  a  story  §  The  player  must  make  an  effort  to  advance  in  the  story  ▪  The  player  needs  the  feeling  of  agency  

§  This  enhances  the  feeling  of  participation  

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“I  want  to  tell  my  story…  

 …but  I  want  players  to  feel  in  control  and    live  their  own  story!”  

¡  Games  and  Interactive  Storytelling  

Page 23: Opportunities for Fiction and Fantasy in Videogames

The  Sims  3  

Page 24: Opportunities for Fiction and Fantasy in Videogames

¡  The  game  world  is  often  populated  with  characters  §  Player  characters  §  Non-­‐player  characters  ▪  Scripted  ▪  Autonomous  

¡  Challenge  and  opportunity  for  Artificial  Intelligence  

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¡  Characters  are  part  of  the  fiction  §  Create  the  social  dimension  of  the  game  world  §  Support  the  progression  of  the  experience  ▪  Narrative  

¡  Need  autonomy  to  support  the  players’  agency  

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¡  The  autonomous  synthetic  characters  must  be  believable  §  To  present  a  good  experience  §  To  avoid  breaking  the  fiction  

¡  Believability  §  Coherent  behaviour  § Meet  the  expectations  of  players  ▪  Present  surprises  in  a  believable  way  

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¡  “The  Illusion  of  Life”  

¡  “Leading  the  audience  to  a  suspension  of  disbelief”  

¡  Is  a  balance  of  the  qualities  of  the  character  § With  the  context  

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¡  Visual  Qualities  

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¡  Behaviour  Qualities  

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¡  People  assign  “human-­‐like”  characteristics  to  synthetic  characters  

¡  “Human-­‐like”  characters  must  present  human  qualities  §  Intentionality  §  Emotional  behaviour  §  Personality  §  Ability  to  adapt  to  the  social  context  §  Engage  in  long  term  relations  

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¡  Believable  group  dynamics  ¡  Personality  

§  Five  Factor  Model:  OCEAN  ¡  Position  in  the  group  ¡  Balanced  dynamics  of  attraction  

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¡  Potential  force  towards  change  §  beliefs,  behaviour  

¡  Influence  and  resistance  ¡  Different  sources  

§  Reward  §  Coercion  §  Legitimate  §  Referent  §  Expert  

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¡  Identity  Model  §  Layered:  personal,  social  (group  memberships)  §  Dynamic:  salience  =  accessibility  x  fit  ▪  Others  (out-­‐group),  theme  

¡  Influence  on  behaviour  §  Moral  references  §  Intergroup  relationships  §  Filter  perception  and  atributions  ▪  Emotional  appraisal  

§  Bias  on  decision  making  ▪  Social  dilemmas:  prisoner’s  dilemma  

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¡  Social  Interaction  Dynamics  §  Social  Importance  ▪  Claim  ▪  Confer  

¡  Cultural  traits  §  Individualism/collectivism  §  Power  distance  §  Uncertainty  avoidance  §  Masculinity/femininity  §  Long  term/short  term  orientation  §   Indulgence/restraint  

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¡  Physical  embodiment  and  face  to  face  interaction  

¡  Verbal  and  non-­‐verbal  behaviour  §  Gaze,  attention  

¡  Emotional  Appraisal  §  Luck,  social  relations,  state  of  the  game  

¡  Recognizes  and  remembers  players  and  past  experiences  

¡  Plays  different  social  roles  §  Helper,  dominator  

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¡  Videogames  are  part  of  our  culture  §  MoMA  acquired  14  videogames  for  their  collection  

¡  Videogames  support  (and  rely  on)  the  creation  of  fiction  

¡  Synthetic  characters  are  often  part  of  the  experience  §  Should  be  autonomous  to  support  the  agency  of  the  player  

¡  Autonomous  characters  must  be  believable  §  Show  human-­‐like  (balanced)  qualities  

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[email protected]  

http://gaips.inesc-­‐id.pt/rprada    http://spcvideojogos.org    http://ajist.tecnico.ulisboa.pt/