Wednesday, 6 April 2011
Friday, 3 December 2010
Monday, 29 November 2010
Some dissertation notes
Blue = Independent Red = Dependent
Possible new question: How does the way a character is portrayed impact play style?
I will have to do further research into player types. >>>>>Richard Bartle<<<<<<<
I will create a pre test questionnaire to find out the users player types.
Using my research on representation and fiction I will create a simple game similar to Every day the same dream. It will only have 3 mechanics:
Move: Left and right only.
Interact: This is in the form of using objects and talking.
Destroy: This destroys or kills stuff or people (maybe change if needed or too extreme)
Wednesday, 13 October 2010
How labelling of feedback, based on playable character emotion, effects player experience of a game?
Other games such as Fahrenheit and Eternal Darkness use emotion feedback in some for or another.
Relevant games
Fable II, 2008. [Game] UK: Lionhead Studios
Eternal Darkness: Sanity's Requiem, 2002. [Game] Canada: Silicon Knights
The Getaway, 2002. [Game] London: Team Soho
Fahrenheit, 2005. [Game] Paris: Quantic Dream
The Sims, 2000. [Game] California: Maxis
Call of Cthulhu, 1981. [RPG] Oakland: Chaosium
Power Kill, 1996 [RPG] John Tynes
Unknown Armies, 1998. [RPG] Atlas Games
Relevant games design texts
Saari, T. & Ravaja, N. 2005 Towards Emotionally Adapted Games based on User Controlled Emotion Knobs [online] Available at: http://www.digra.org/dl/db/06278.06445.pdf [Accessed 13/10/10]
Eladhari, M. & Lindley, C. 2009 Player Character Design Facilitating
Emotional Depth in MMORPGs [online] Available at: http://www.digra.org/dl/db/05163.50372.pdf [Accessed 18/05/10]
Lankoski, P. & Bjork. S. 2009 Gameplay Design Patterns for Believable Non-Player
Characters [online] Available at: http://www.digra.org/dl/db/07315.46085.pdf [Accessed 18/05/10]
Perry, D. 2009 David Perry on Game Design. Canada: Charles River Media.
Edwards, R. 2000 Sorcerer & Sword. Adept Press.
Edwards, R. 2004 The Provisional Glossary [online] Available at: http://indie-rpgs.com/_articles/glossary.html [Accessed 18/05/10]
Newman, J. 2002 The Myth of the Ergodic Videogame[online] Available at: http://www.gamestudies.org/0102/newman/ [Accessed 18/05/10]
Salen, K. & Zimmerman, E. 2003 Rules of Play. The MIT Press.
Relevant psychology (emotion) texts.
Frijda, N. 1986 The Emotions. New York: Cambridge University Press.
Oatly, K. 2004 Emotions: A Brief History. Cornwall: Blackwell Publishing.
Relevant methodologies texts.
Norman, D. 2004 Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books.
Garrett, J. 2002 The Elements of User Experience: User-Centered Design for the Web. Berkley: Peachpit Press .
Kuniavsky, M. 2003 Observing the User Experience: A Practitioner's Guide to User Research. San Fransisco: Morgan Kaufmann.
Saturday, 5 June 2010
Some links that may (or may not) be useful for my dissertation...
These are just a few links that relate to characters and narritive in games...
Christian Nutt: Characters, The Building Blocks of Your Reality. An article about why so few games have believable characters.
Emily Short: Character Creation, Gender and Fallout 3. A look at how the story telling and characterisation in Fallout 3 is presented and what does and doesnt work about it.
Emily Short (again): Homer In Silicon. Biweekly coumn's about story telling and narritive in games.
Andrew Vanden Bossche: What We Get Out of Choice in Video Game Design. A look at the morality choice in Infamous.
Anywho yeah maybe I'll add some more later... Here's another Japanese song I does like.





