Week 11

This week we looked at emotions and how player’s emotions and in extension there mood can change when playing games (Brook, 2015). An example of this was shown during class, when we watched two videos that showed PewDePie’s reaction to a cut scene in Last of Us and Walking Dead (Brook, 2015). David Freeman coined the term Emotioneering, which refers to engineering emotion in game design (Brook, 2015). Freeman has developed several “Emotioneering Techniques‟ to provoke a desired emotion in the player (Brook, 2015). While there are a number of techniques game developers can employ when creating games, most emotion comes from the characters (Brook, 2015). Character emotion can either be expressed though action or dialogue (Brook, 2015). It terms with dialogue, it is not only important to achnowledge what is said, but how it is said (Brook, 2015).

david-freeman-on-the-art-of-writing-for-games-20050315045807122

Figure 1: David Freeman on the Art of Writing for Games (Source: Kosak, 2005).

Who is this character? What is his background and his key traits?

Quest Giver NPC: “I have a job for you.”

A veteran who is trying to survive the apocalypse by collecting weapons from the desolated wasteland of America and selling them at McDonalds. After the player finishes purchasing there desired weapons the veteran will say “would you like a quest with that?”

Tutorial Activity

1) Discuss the role of emotion in games you have played and in the game you are developing. Are there any particularly emotional events that you remember? What about those situations affected you?

bioshock_infinite_by_depasquale-d61tr3c

Figure 1: BioShock Infinite (DePasquale, 2015)

An emotional event occurred at the ending of Bioshock Infinite where Elizabeth explains the plot line of the game and how the characters interrelate with each other. Elizabeth tells the audience that there are parallel worlds and in these worlds the only thing that makes them different is variables and constants. Within the game the constant is the baptism, while the variable is if Booker DeWitt accepts or declines it. If Booker DeWitt refuses the baptism he stays as himself, but if he accepts the baptism he is reborn as Comstock, therefore he is both Booker DeWitt and Comstock. Therefore Booker DeWitt needs to drown himself before be becomes Comstock, in order to stop all the Comstock’s in the parallel worlds. To view the ending of Bioshock Infinite click on the link below.

https://www.youtube.com/watch?v=YPmzA_cRMgM  

2) Identify the major characters in your game (quickly sketch out new characters if you need to) and indicate at least four different aspects of the relationships between them from each character’s perspective (for example, one character might respect another, but that respect is not returned; the latter character might be envious of something the former character has but takes for granted, etc).

For my machinima there are three major characters a dwarf, elf and panda.

The Dwarf: He has a pessimistic attitude towards the Panda and life itself, this is because his family was eaten by murlocs. The dwarf only agreed to group up with the Panda to kill murlocs, because he has no friends and she did save his life.

The Elf: He is racist towards Pandas and uses them as a scapegoat for the luck of tanking jobs available to him. He also doesn’t particularly like dwarfs as well.

The Panda: Even though she appears to be wanting to make friends in reality she is just hungry and is looking for her next meal. She hates the taste of dwarfs (from experience), therefore she decides not only to save the dwarf, but group up with him. The panda then uses the dwarf to lure another racial character to a secluded location to eat them. The panda takes a sudden disliking to the elf when he accuses her of taking all the tanking jobs and therefore decides to eat him.

WoWScrnShot_102015_123649

3) If you don’t have a solid cut-scene scripted, identify a section of your game that might have dramatic and emotional importance for the story and its characters, and write a sequence of dialogue for that sequence.

A dramatic and emotional part of the machinima is the climax when the panda successfully leads the elf out of tavern and eats him.

5) How might humour play a role in the game you have been working on? Are there any ways in which you can incorporate humour into your dialogue?

For the machinima my group is aiming to make our viewers laugh. This is hopefully achieved by making the elf annoying, so when he is eaten by the panda the audience will enjoy it.

References: 

Brook, L. (2015). Week 11 Lecture – Emotion and Dialogue [PowerPoint slides]. Retrieved from Edith Cowan University, Faculty of Creative Industries, Blackboard Website:  https://blackboard.ecu.edu.au/webapps/blackboard/execute/content/file?cmd=view&content_id=_4090026_1&course_id=_617928_1

DePasquale, (2015). BioShock Infinite [Image]. Retrieved from http://depasquale.deviantart.com/art/BioShock-Infinite-365864808

Kosak, D. F. (2005). David Freeman on the Art of Writing for Games [Image]. Retrieved from http://www.gamespy.com/articles/596/596254p1.html 

MrSinghOfficial, (2013). BioShock Infinite Ending ( Final Boss Battle ) Full movie HD Ending Final Mission. Retrieved from https://www.youtube.com/watch?v=YPmzA_cRMgM

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