Games have
been used as a story telling medium since ancient games such as Senet in which
the story was to pass through the underworld to the land of the dead. We
explored storytelling in ancient games in our studies of The Royal Game Of Ur.
In board games today such as Cluedo the story is that there has been a murder which each player will investigate and eventually discover the details of the murder. In monopoly, a game heavily played during the great depression in America your goal is to earn money which is used as a scoring mechanic although also allows for the story to be driven by the players and their respective decisions.
Creating drama within games is difficult however due to limited control over how the game will be played each time, especially for a game such as monopoly. The tools used to create drama for games come from how we implement mechanics and dynamics.
For us to
begin to create drama within games we would first need to understand what has
been proven to be successful in story telling within books, films and games in
the past. The dramatic arc helps us to visualise the rise and fall in drama for
a good story.

In a
romantic comedy film; drama starts with an event which creates tension, we
define this as a conflict which will create the tension. Tension will then
accumulate to a climax which is where everything goes haywire and the audience
or end user should be at an emotional peak to the drama created. The end part
of a story is the resolution, or sigh of relief for the drama having come to a
close.
Uncertainty
Pseudo
Feedback or 'Illusory Feedback' systems are a tool used to keep losing players interested in the game
and feel like they can still win, providing a positive and dramatic gaming
experience. For example, in a racing game you may put a lot of corners on the
track, forcing the cars to move slower around the track, to make a time
difference between the players feel less than it actually is. The winning
player will still be ahead by 'x' amount of seconds although because the losing
player can still see the winning player they will feel like winning is still
possible as they 'catch up' to the winner at each corner. These are different
to adding a mechanic to allow the losing player to physically catch up. An
example of this would be to give the losing player a speed boost to get them
back into the game.
Fog of
War is a mechanic
used heavily in strategy games such as Starcraft and Warcraft. In a multiplayer
game of Starcraft the players can't see what strategy the other player may be
trying to use due to unexplored parts of the map not being visible. Scouting
becomes an integral part of the game as knowledge becomes power in strategy
games so drama can be created based around how players react to what they see.
Players may hide unit producing structures or parts of their army or flank the
enemy in a blind spot. This eventually builds dramatic tension as the game goes
on and the fighting becomes more hectic until the game comes to a resolve and
only the winner is left.
Hidden
Energy is used in
many games although I can't think of a better example than the one used in the
article I've read on this topic. Racing games and a 'speed boost' mechanic can
cause drama if each player has the same, limited amount of 'speed boost' at the
start of a race. You could use the speed boost to gain an early lead at the
start and then make your aim to block people trying to pass you . You could
also use 'speed boost' if you fall behind at some point or crash to get back
into the race. You could use 'speed boost' throughout the game in moderation on
straight roads to utilize the use of the speed boost. You could also use the
speed boost too late and by then it doesn't make a difference. Because of the
many different ways it can be used, drama can be created very easily using it
because only you would know how much of it you have left.
Escalation is used as a mechanic in which an
action will gain more and more points as the game goes on. A single action will
gain you 5 points although towards the end of the game the same action may earn
you more points or may come more frequently. This creates drama and builds
towards a climax because the scores may appear equal towards the start of the
game and then one team may just dart ahead or one team may take an early lead
only to be overtaken as escalation is put into play.
Cashing
out is a mechanic
in which the score is reset to zero at the end of each round. The best example
I can think of is Counter Strike. Counter Strike is a round based FPS in which
the goal is to win as many rounds as possible. This creates drama because one
team may be dominating another for one round and then the other team may begin
to collect themselves and take a few rounds back. Often the winner of games
like these are the most consistently better although the odd round can be lost
due to luck or a counter in strategy from a team. This creates drama in Counter
Strike because strategies are constantly evolving to throw the opposition off.
Inevitability
Dramatic
tension however is not only created using uncertainty. Inevitability is
important because the player needs to know when the game is resolved and how it
will be resolved. In Starcraft the resolve comes from wiping out everything
your enemy has. In monopoly the resolve comes from becoming bankrupt. In a
racing game a player will cross the finishing line first. A ticking clock
mechanic such as a deck of cards diminishing or an actual game timer may be
used. In a fighting game you may have a decreasing health bar.
Inevitability gives the players a sense of progression throughout the game and provides awareness to the players regarding when the game will end and how. These mechanics are often irreversible although we've all played racing games in arcades I'm sure and have found that checkpoints will reward players with added time on the ticking clock.
Inevitability gives the players a sense of progression throughout the game and provides awareness to the players regarding when the game will end and how. These mechanics are often irreversible although we've all played racing games in arcades I'm sure and have found that checkpoints will reward players with added time on the ticking clock.
Resolving Dramatic Tension
The
dramatic tension usually ends at the point where the outcome of the contest is
known. The climax should happen as late as possible to allow for a more
dramatic finish due to the tension building throughout the progress within the
game. We need to make sure the resolution is clear in order to leave the game
feeling fair at the end and everyone knows why the game has ended or it may
lead to the game feeling unresolved.
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