week 5
formal abstract models and the dramatic arc
intention and perceivable consequence
Throughout video games users make decisions and implement courses of action to undertake within a game relative to information they are presented in a given situation; in terms of formal abstract models within a game this refers to an intention embedded within the mechanics of the game. In relation to intention inside video games come perceivable consequences which are the clear reactions which occur within a game as determined by the user’s course of action.
story
The story is composed of a narrative thread joined together by a sequence of events in order to form a linear or non linear based narrative which the user becomes involved in through the form of game play. These events can be either designer driven or player driven; as a result one of these to functions moves the narrative forward.
uncertainty
While playing a given game a user is faced with a variety of situations in which a given out come can occur, namely who will win, this out come is referred to as uncertainty. In regards to the idea of uncertainty there are a series of tools which can be used within a game to strengthen the dramatic tension these include but are not limited to feedback, escalation, hidden energy, and fog of war.
inevitability
During drama based games there is always the drive of inevitability behind the specific functions of said game, more specifically when a given action will occur. This action in tern ads a degree of drama into a games working system and helps pull the user in, the best examples of this action include time, chance and an irreversible action.
legend of zelda: the ocarina of time
As a user works through the various stages of Zelda one is presented with a variety of puzzles which are composed of a menagerie of different object bases and different methods in which they can be solved, accordingly. More often then not these puzzles are based on a preset system which is directly related to the items present within the user’s weapon satchel, i.e.: the hook shot, the long shot, the bow and arrow, bombs etc. If the user does not the posses the required tools for that point in time their access would be restricted and as a result the consequence would appear as a dead end, indicating the user has gone the wrong way relative to the quest being performed.
However, within the game the most typical perceivable consequence relative to the users choice of actions is the death of the character within the game; death being the most concrete example of a consequence and indication failure.
Not all perceivable consequences are bad though, should a puzzle or action be performed successfully a short cinematic break will occur demonstrating the positive result of the user’s course of actions. These cinematic breaks are small rewards for the user for completing the given tasks; be them key or minor events for extended amusement. Other forms of consequence include dialogue between other characters and the user’s sprite as well as the presentation of rewards to the user for successfully completing a challenge.
Zelda maintains an immensely strict narrative which is designer driven, the entire story is predetermined and can not be deviated from by any means. As the user progresses through the long running quest to save princess Zelda aspects or twists in the story are revealed to the user achieve a maximum emotional investment from the user in order to maintain their interest within the game.
When constructing a dramatic arc within Zelda there are two levels of uncertainty which are used to drive the user to continue playing and further experience the tensions within the game. The first consists of a fog of war scenario in which the navigational maps of the given locations are masked under a cloud and the only way to see what lies beneath if for the user to explore each area accordingly. This action pushes the user to completely explore each corner of the given map to maintain that nothing may have been accidentally missed. The second uncertainty would be that of hidden energy; throughout the battles in which the user undertakes never at any point offer any indication as to the remaining health of your opponent as a result the user is forced to dive into the game and fight accordingly, not ever knowing if the opponent shall get back up to continue his assault.
For the most part Zelda utilizes a time sensitive system to depict the inevitability portion of the dramatic arc, where as a large sum of the quests or challenges in the game are monitored by timers which force the user to rush through the given action. As a result, the user is always wondering whether or not they shall succeed or fail, which in essence is the definition of drama.
resident evil 4
Throughout the course of the game the user is placed in a variety of situations in which complex puzzles are present along with elaborate terrain constructs and it is through these functions that a degree of user based intention within the game can be seen. For instance due to the terrain and set construction the user is able to construct a functional plan within ones head to use the terrain most effectively to fight of the thralls of zombies attacking the lead sprite, Leon.
The game then goes further to demonstrate perceived consequences for a given users actions. The most common outcome to be demonstrated to the user would be that of the sprites relative death at which point the words “You are dead” appear on the screen. This even would more then likely strike on as an obvious consequence of ones malfeasant based actions. However, other indications of consequence include a lack of ammunition, due to the rarity of ammo within the game the user is prevented from wasting it less the user not be able to complete the game.
Similar to that of Zelda the story that of Resident Evil 4 is that of a designer driven story base in which the user has no control over how the story unfolds. Namely, the story is constructed to occur in a given sequence of events and it does so accordingly; relative to the user’s point of action within the game.
The primary method of uncertainty within Resident Evil 4 consists of hidden energy. Within the onslaught of given enemies presented to the user in the game, at no point is the HP of a given character ever demonstrated. The only health indications indicated consist that of the user’s and the character Ashley’s which the user is designated to protect. The end result is a constant uncertainty in regards to whom will be victorious in a given battle the user or the designer.
A large portion of Resident Evil 4 which makes it, as well as the rest of the franchise, so successful and fun to play is due to the inevitability affiliated to chance present within the games constructs. Throughout the course of the game the user is presented with a variety of circumstances which demonstrate that of chance; the best example being that of traps present within the game. It is designed that some objects contain or hide a specific trap to inflict pain onto the user but this is not always a constant functionality as a result the user is forced to be extra careful while navigating given areas. This action then successfully raises the dramatic tension of the user within the game and drives the user to keep playing.