Download - NARRATIVA EN LOS VIDEOJUEGOS
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