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Story and presence GDC 2013

Story: Theme Setting Characters Plot Narration Story != plot Narrative The end experience in the player What is holding us back here The basic problem is that every game has a sort of box This sort of box is what the player should sort of understand Blackbox approach When you do something you don't do it for the emotional part you do it for the mechanical part So the mechanical game should fit the emotional feel you are trying to get across Neurology The brain just mold and shapes what ever is appraise Our virtue selves being inside of this virtue world. Our self is based on feedback It is possible to manipulate  When something is challenging it hinders our emotional to fully blossom  Axiom 1  Interaction is to create presence  We are playing a virtue representation of the game inside of our heads Axiom 2 Keep systems simple rely on imagination Story interaction merge = narrativ...

GDC Notes: Properties of atmospheric games

Properties of atmospheric games
Tonal cohesion
Internal consistency nothing to due with realism
Specific detail

Ff6
Meteoric prime
MGS4 snake struggle crawl

Atmosphere: in order to work at all needs to be order
Atmosphere is its unique feel
Games that create this type of tone and create assets that work around this tone
Atmosphere have no fidelity requirement

Theme central idea of work
Tone authors attitude towards the theme
Atmosphere: theme+ tone

People were always getting ready for tomorrow..
For a thousand years they haves ruled. Yet now, there are only ten...

Why it matters
Atmosphere should fit with everything else in the game
Sometimes fun needs to take a back seat to atmosphere
It can give you a cohesive experience
The pieces dont fit together okay it fits perfectly. That's what atmosphere should do
Can create the impression that the game is better than it really is.
Atmosphere builds investment into the player

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