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    World Building for Videogames Workshop - Summary

    Clara Fernndez-Vara, Ph.D.

    [email protected]

    Section 1: What is world building?

    1) Definition

    World building is the practice that leads to the creation of fictional worlds, which then can have

    different incarnations across the media (books, film, TV, games, toys, theme parks). A fictional

    world is therefore the foundation of different types of narratives, depending on the medium that

    recreates it.

    2) World building elements

    The elements of the world are the basic components of a story. Borrowing Seymour Chatmans

    terms, the elements of story are:

    a) Existents: Characters and Setting

    b) Events: Actions and Happenings

    The story becomes a narrative through the discourse, i.e. how the story is told.

    3) What do we use world building for?

    a) Transmedia Storytelling:

    The same world can give way to different narratives across the media. Its not

    adaptation, but exploring different aspects of the world through the media.

    b) Giving depth and coherence to game design

    The rules and goals of the game can be transmitted and reinforced as a narrative.

    c) Narrative design

    The game design discipline whose aim is to bring together the interaction design of thegame with world and the story.

    Section 2: World Building Foundations

    1) Basic narrative elements:

    The questions Where? When? Who? What? How? Why? help us cover the basic

    elements that will drive the narrative.

    A story needs conflict to drive the plot. The conflict is not unique, there are many levels

    of conflict that will trigger off the sequence of events. Conflict can also be the drive of specific

    types of game (Caillois agon).

    2) The weaknesses of game narratives

    When it comes to the basic world building elements, it turns out games leave out some

    of the basic foundations (hence the weak narratives).

    The worlds of most games fall apart when we start asking why.

    Motivation is exclusively related to the rules of the game: scores, achievements, advancing.

    As we create worlds, we must start asking ourselves why things are happening, why

    characters are there, why they do what they do.

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    3) Conflict

    Conflict in the world creates tension that needs to be resolved. It also invites the player

    must to position him/herself with respect to the conflict.

    A manichaean worldview is one way to create conflict, but it can be more complex than

    that.

    a) More than one factionb) Competing benefits (e.g. tearing down a forest to help a town grow vs. using it as a

    resource for food.)

    4) Types of conflict

    A narrative can (and should) combine conflict at different levels:

    Factions

    Conflict with the environment

    Social conflict

    Information Conflict

    Personal Conflict

    5) Conflict in Games

    Conflict is one basic element driving the interaction of most games.

    The conflict of the world may be explicit, for example:

    War

    Post-apocalyptic world

    Sports Competition

    The conflict can also be more subtle and implied, such as:

    Mystery: learning what has happened in the world.

    Figuring out how the world works.

    6) The Conflict and the Player

    The conflict can pit the player against the world in different ways:

    Put on one side or another of the conflict.

    Choose to be good or evil.

    Define one's identity in the world.

    Figure out one's role in the world.

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    Section 3: Game Rules and Levels of Abstraction1) Selecting the world

    There are infinite possible worlds, which can be overwhelming. In order to select the

    world of the game, we can find ways to narrow down our selection.

    Games often resort to genre fiction (folk-tales, sci-fi, fantasy, noir, western, horror)

    because it helps fills the gaps of our world. They are archetypes that players may be familiarwith from other media.

    There's nothing preventing us from using inspiration from other sources, such as

    everyday life.

    2) Abstraction

    Fictional worlds are incomplete, plus it is not possible to figure out every single aspect of

    the world of our game. The fictional world must therefore be abstracted. This abstraction also

    helps implement it as a rule system

    3) Levels of Abstraction

    The level of abstraction of a game is the area of overlap between the fictional world and

    how it is implemented in the rules.

    4) Selecting the level of abstraction

    In order to select the aspects of the game that will be abstracted, we should ask

    ourselves the following questions:

    What aspects of the game world are engaging to interact with?

    What aspects of the game world can be feasibly implemented?

    5) Rules and Level of Abstraction

    This aspect of game design must respond to the narrative question how?

    How do things happen in the world?

    How does the player do things in the world?

    How does the world behave before the player starts to interact?

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    6) The rules of the gameworld

    These rules indicate how the world works, independently of player input.

    Directions in which objects move (2D vs 3D, gravity)

    Factions, social hierarchies (D&D)

    Physics (magic, scientific advancement)

    Time passing (time limits, turn-taking)Make sure that the fictional world youre creating is distinctive and not simply a clone of

    something else:

    How do these rules of the game world make it unique?

    How do they express the conflict of the world?

    7) Core mechanics

    The core mechanics of the game are the basic interactions that the player performs

    repeatedly during the game. They are also known as gameplay rules.

    Core mechanics are the tools the player has to deal with the conflict of the world.

    Listing core mechanics as VERBS helps us focus on what the player actually does.

    Jump

    Run

    Shoot

    Pick up

    Combine

    It also makes it evident that we have a limited variety of verbs in games. What about?

    Seduce

    Argue

    Tickle

    Ponder

    8) Summary: Steps to make your world interactive

    Select the level of abstraction

    Define rules of the game world

    How do those rules reflect the conflict of the world?

    Select the core mechanics

    List the verbs that allow the player to interact with the game

    How do those verbs allow the player to tackle the world conflict?

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    Section 4: Characters1) Introduction

    A world is incomplete without its inhabitants.

    There is no story if there are no characters that drive events or that things happen to.

    Characters are the anchor for the player, make the world come to life.

    2) How do we define character?

    Characterization in comics, film, theatre, novels traditionally uses different approaches.

    The characterization can be audiovisual (clothes, movement, voice, silhouette) or done through

    writing (accents, catch phrases, complexity of language).

    Were going to borrow F. Scott Fitzgeralds brief quote as the cue to define game

    characters: Action is character.

    3) Player-controlled characters

    The character that allows the player to affect the world.

    The challenge, in world-building terms, is that we have to leave room for the player to

    act, to perform.

    4) There are two types of game characters:

    a) Avatar

    a customized character

    the player chooses name, looks, attributes (within the limites of the design)

    b) The Player Character

    A pre-made character.

    The creative control is taken by the designer. If there are multiple player-controlled characters, it is more likely that they will be pre-

    defined.

    5) The problem of motivation

    Character motivation vs. Player motivation: How do we define the player motivation?

    How do we leave room for the player to have their own motivation?

    6)Defining the player-controlled character

    Action! A character is what she/he does in the world.

    Our trick is to list the VERBS associated with the character.

    In order to design the perfect character for the world, the verbs should allow the player to

    deal with the conflict(s) in it.

    Videogame characters usually limit their actions to physical events

    What kinds of verbs would make an interesting character to control in a game?

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    7) Non-Player Characters

    NPCs have simple behaviours because computers are not very good at pretending they

    are people.

    It's not an artificial intelligence problem: it is a problem of abstraction.

    We can take advantage of the limited AI.

    Characterization in absentia: we only see their traces in the space.

    8) The functions of Non-Player Characters

    a) Usual functions

    Provide player with information (like a signpost).

    Provide player with items.

    Provide moment to moment conflict (enemies)

    b) Not so usual:

    Define different aspects of the player

    In real life, people are different depending on who they're with.

    Why can't we change how the player character behaves depending on who we're talking

    to?

    9) Different NPCs can bring out different aspects of the player character

    How do the NPC verbs relate to the conflict with the world?

    Are they the same as the player verbs?

    How can the player interact with NPCs? (Talk, exchange things, physical interaction)

    Are there different player verbs depending on the NPC?

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    Section 5: Conflict

    1) Conflict in game design

    The game presents a challenge for the player to overcome.

    The ways to overcome the challenges can be based on:

    Using ones skill Solving puzzles

    Making choices

    Exploring

    2) Skill-based challenges

    The challenges are based on movement and timing.

    Examples: First-person shooters, Fighting games, Sports games, Action-adventure,

    Shoot'em up

    3) Puzzle-based challenges

    Challenges require the player to think, usually planning for the short-term, and make

    connections between pieces of information.

    Examples: Adventure games, Puzzle games

    4) Choice-based challenges

    The challenge requires the player to think and strategize, taking into account the long-

    term consequences of actions.

    Examples: Role-Playing Games, Real-time Strategy Games, Turn-based Strategy

    Games, Choose your own adventure

    5) The role of exploration Not all games have to be about solving a conflict, but have room for the player to explore

    and know about the world

    We can build worlds that are meant for discovery, the challenge is getting to know the

    environment.

    Through exploration we can gather information about how to solve the conflict.

    6) Conflict in the world

    What is the fictional conflict of the world?

    What kinds of challenges (skill, puzzle, strategy) can convey this conflict best?

    How does the player learn about how the world works?

    What verbs does the player have to use to tackle those conflicts?

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    7) Designing the conflict

    The conflict of the world should serve us to create the challenge of the game.

    Social conflict

    Environmental conflict

    Information conflict

    Personal conflict Designing the Conflict

    Think about what types of challenges will best represent the conflict, and what

    mechanics will help deal with those.

    8) Types of challenges can be combined in one game

    Platformers: Skill + Puzzle

    Minecraft: Puzzle + Choice + Skill

    Types of fictional conflict vs. Types of game challenges