NARRATIVA EN LOS VIDEOJUEGOS

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NARRATIVA EN LOS VIDEOJUEGOS

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NARRATIVA

NARRATIVA EN NOVELAS & PELICULAS

ELEMENT ARISTOTELES SIX ELEMENTS OF DRAMA

1 CHARACTERS Character is the people, animals, and objects that are in the play. protagonist or an antagonist

2 PLOT. Plot is the main events that take place

3 THEME (THOUGHT) Thought is the main lesson to be learned

4 DICTION / LANGUAGE / DIALOGUE. The word choices made by the playwright and the enunciation of the actors of the language

5 MUSIC / RYTHM. Melodies, Songs, Mood

6 SPECTACLE. Spectacle is the props, costumes, make-up, lighting

Conceptos importantes de la Obra de Aristóteles

Catarsis Efecto que causa una obra en el publico, a través de la liberación de la tención acumulada durante la obra.

Peripecia Giros en la fortuna o destino de los personajes y otros elementos de la historia.

Anagnórisis Iluminación del personaje que pasa de la ignorancia al conocimiento

Hamartia Errores que cometen los personajes al cometer malos juicios

ELEMENTS OF THE PLOT

  All fiction is based on conflict and this conflict is presented in a structured format called PLOT.

Exposition.The introductory material which gives the setting, creates the tone, presents the characters, and presents other facts necessary to understanding the story.

ForeshadowingThe use of hints or clues to suggest what will happen later in the story.

Inciting ForceThe event or character that triggers the conflict.

ConflictThe essence of fiction. It creates plot. The conflicts we encounter can usually be identified as one of four kinds. (Man versus…Man, Nature, Society, or Self)

Rising ActionA series of events that builds from the conflict. It begins with the inciting force and ends with the climax.

CrisisThe conflict reaches a turning point. At this point the opposing forces in the story meet and the conflict becomes most intense. The crisis occurs before or at the same time as the climax.

ClimaxThe climax is the result of the crisis. It is the high point of the story for the reader. Frequently, it is the moment of the highest interest and greatest emotion. The point at which the outcome of the conflict can be predicted.

Falling ActionThe events after the climax which close the story.

Resolution (Denouement)Rounds out and concludes the action.

FREYTAGS PYRAMIDPLOT ANALYSIS

PYRAMIDS CAN BE FRACTAL

The Hero’s Journey Departure

The Call to AdventureRefusal of the CallSupernatural AidThe Crossing of the First ThresholdBelly of The Whale

Initiation

The Road of TrialsThe Meeting With the GoddessWoman as TemptressAtonement with the FatherApotheosisThe Ultimate Boon

Return

Refusal of the ReturnThe Magic FlightRescue from WithoutThe Crossing of the Return ThresholdMaster of Two WorldsFreedom to Live

CHARACTER. THE HERO’S JOURNEYJoseph Campbells (Monomyth)

http://en.wikipedia.org/wiki/Monomyth#Departure

MAIN CHARACTERS

THOMAS ANDERSON / NEO

TRINITYMORPHEUSTHE ORACLEAGENT SMITHCYPHER

NEO

Faces his fearsVulnerableDoesn´t believe in himselfSelfishNeo believes is hour savoiurWears a cape (clog)Handsome

PLOT

THE ORACLE TELLS NEO THAT HE HAS THE GIFT AND THAT HE MIGHT HAVE TO CHOSE BETWEEN SAVING MORPHEUS AND SAVING HIMSELF

Neo is able to perceive the Matrix as the streaming lines of green code it really is

PERIPECIA

NEO IS TAKEN BY THE AGENTS

HAMARTIA

NEO DOESN´T BELIEVE HE IS THE ONE

CATARSIS

PEOPLE BELIEVE IN THE STORY AND FEEL EMPOWERED.

ANAGNORISIS

NEO TAKES DE RED PILL

NEO SEES THE TRUE MATRIX

INSPIRATION

INSPIRATION

INSPIRATION

INSPIRATION

PRODUCTION TECHNOLOGY

NOVEL AND VIDEO GAME SHARING NARRATIVE

TOOLS

IN THE MATRIXTELEPHONE LINESBUG EXTRACTORBLUE PILL RED PILL

IN THE REAL WORLDEMP. ELECTROMAGNETIC PULSEKNOWLEDGE UPLOAD

POWERS

BEND PHYSICAL LAWSSTOP BULLETSFLYSEE THE FUTURETAKE ANY PERSON’S ON THE MATRIX’S

BODIES

RULES

IN THE MATRIXFREE MINDS CAN BEND RULES,

SOMETIMES BREAK THEM.IF YOU DIE IN THE MATRIX YOU DIE IN

REAL LIFE.IN THE REAL WORLD

ONLY MATRIX BORN HUMANS CAN ENTER IT

BACKGROUND

THE YEAR IS AROUND 2199 NOT 1999HUMANS ARE AT WAR WITH I.A. MACHINESHUMANS SCORCHED THE SKY TO BLOCK

MACHINES ACCESO TO SOLAR ENERGY.MORPHEUS BELIEVES IN THE PROFECY OF

THE “ONE” THAT ONE IS “NEO”

SCENARY -STAGE

THE MATRIXNEBUCHADNEZZARPOST ACPOCALLYPTIC WORLDZION

STYLE

MARTIAL ARTS FIGHTSFASHIONMUSIC

VIDEOGAMES OWN TERRITORY

Characters Objects

Chapters Levels

Plot Rules – Actions – Atributes- States - Events

Conflict Problems

CICLO:Problema – Derrota – Aprendizaje – Solución – Derrota – Redención - Triunfo

Motivation forPlaying Games

FantasiesPersonal SatisfactionAvoiding BoredomSocialiceDefeat the undefeatable.

Instintos

AvanzarExplorarRepetirAtacarDefenderResolverCooperarDescubrir

LOS CLASICOS

UnoBackgamonBuscaMinasSolitario3 en Linea4 en LineaGoSpace InvadersPac ManSide ScrollerPlatformer3rd Person Shooter

INTERFACE

La audiencia y el juego están separados por una interfaz que los comunica.

Los jugadores controlan objetos a través de joysticks, wiimotes o mouses.

Interfaz

Curva de AprendizajeAppealRequisitos de HardwareSincronización en Tiempo Real

PLAYER MAKING DECISION

El jugador decide cual de todos los caminos tomar para acada acertijo

REAL TIME

Todo sucede mientras se juega

FEEDBACK

El juego le deja saber al jugador el resultado de sus decisiones

ACCIONES

Mayor numero de acciones estratégicasAcciones que afectan la mayor cantidad

de objetosAcciones que pueden cambiar el balance

del juego temporalmente.Acciones SecretasAcciones necesarias e inevitablesAcciones espectaguloAcciones Humoristicas (pocas y

espaciadas)

APRENDIZAJE

Distintas curvas de Aprendizaje, Pictográficas, Habilidades,

SorpresaEmociónNovedadAppeal

PISTAS - TUTORIAL

Disponibles siempre por primera vezOpción de Evitarlas

Opciones de Jugador

Uso de la Interfaz FísicaSelección de Dificultad“Save” de ProgresosPersistencia de Avances (Escenario,

Habilidades Virtuales, Inventarios , Puntaje mayor, Puntaje menor, Tiempo de Juego

MULTITHREADED STORY

Ruta Critica

Comportamientos deseados son recompensados

Herramientas necesarias son antes del acertijo que las requiere o durante.

No tiene que ser la elección lógica de los usuarios en todos los casos

OBJETIVO

Resolver ProblemasEvitar ProblemasAprovechar la Situación

DESTINO DEFINIDO POR EL CREADOR

AleatoriedadRutas CriticasEvolución de la Dificultad

SORPRESA

PeripeciaHumorShockCiclos Aleatorios

dentro de Patrones predecibles.

DECISIONES

Decisiones RelevantesAcciones RiesgosasRecompensas RelevantesCastigo Relevante pero no desmotivadorDecisiones inesperadasDecisiones infalibles por tiempo limitado

PUZZLE

El jugador debe resolver acertijos para avanzar en la historia

Acertijo

RetadorCon retroalimentaciónEvitableRelevante a la historiaUsa habilidades y conocimiento obtenido

anteriormente en el juego

LOGICA

Reglas consistentesReglas verosímilesEvolución justificableNo Interfieren con AcertijosHacen parte de acertijos

ESPECTACULO

SonidoVideoAnimación 3DAutenticidadShock

Estrategias

PlaneaciónAnticipaciónPreparación

RECOMPENSAS

AnheladasÚtilesRelevantesDifíciles de ConseguirImplican un Riesgo

CASTIGOS

SencillosIrrelevantesMedianosSeverosEvitablesCausas ClarasRelevantes