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  • Game Analytics on Narrative Based Video Games

    Vinayak Ravi U6561524

    Submitted on 25th October 2019

    Report submitted for COMP6470 Special Topics in Computing

    Project Supervised by Dr. Penny Kyburz

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    Game Analytics on Narrative Based Video Games

    Student ID

    For group assignments,

    list each student’s ID

    U6561524

    Course Code COMP 6470

    Course Name Special Topics in Computing

    Assignment number Research Report

    Assignment Topic Game Analytics on Narrative Based Video Games

    Lecturer/convenor Professor Weifa Liang

    Tutor/supervisor Dr. Penny Kyburz

    Examiner Dr. Charles Martin

    Word count 8548 Due Date 25/10/2019

    Date Submitted 25/10/2019 Extension Granted

    I declare that this work:

    • upholds the principles of academic integrity, as defined in the ANU Policy: Code of Practice for Student Academic Integrity;

    • is original, except where collaboration (for example group work) has been authorised in writing by the course convener in the course outline and/or Wattle site;

    • is produced for the purposes of this assessment task and has not been submitted for assessment in any other context, except where authorised in writing by the course convener;

    • gives appropriate acknowledgement of the ideas, scholarship and intellectual property of others insofar as these have been used;

    • in no part involves copying, cheating, collusion, fabrication, plagiarism or recycling.

    C O M P 6 4 7 0 R E S E A R C H

    R E P O R T C O V E R S H E E T

    ANU College of

    Engineering and Computer Science

    Australian National University

    Canberra ACT 0200 Australia

    www.anu.edu.au

    +61 2 6125 5254

    https://hkxprd0610.outlook.com/owa/redir.aspx?C=pkUS4AqeVkC0OHXUsRYzk8JcJE65y9AI4r3Mqfll_bLO9DXo_dFgmbuC6N5TOcnRwCb-AmVT460.&URL=https%3a%2f%2fpolicies.anu.edu.au%2fppl%2fdocument%2fANUP_000392 https://hkxprd0610.outlook.com/owa/redir.aspx?C=pkUS4AqeVkC0OHXUsRYzk8JcJE65y9AI4r3Mqfll_bLO9DXo_dFgmbuC6N5TOcnRwCb-AmVT460.&URL=https%3a%2f%2fpolicies.anu.edu.au%2fppl%2fdocument%2fANUP_000392

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    Game Analytics on Narrative Based Video Games

    Abstract

    Narrative-driven videogames have developed over the past decade and developers have

    been trying to attain proper balance between story and interactivity. Not minimizing this gap, i.e.

    having too much of narrative or gameplay in one another, will cause disruption to the flow of the

    game. Hence, this research focuses on studying narrative devices (dialogues, cutscenes) and

    gameplay devices (Rules, goals, mechanics) in Uncharted 4 and learning its impact on one another.

    Further, this research focuses on learning how immersion occurs by properly correlating each

    factor with the narrative fictive-world, enabling the players to feel as being part of the character’s

    story.

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    Game Analytics on Narrative Based Video Games

    Table of Contents

    Abstract .............................................................................................................................. 3

    1. Introduction ................................................................................................................. 6

    2.Literature Review......................................................................................................... 6

    2.1 Understanding Videogames .................................................................................. 7

    2.2 Narrative Structure ................................................................................................ 7

    2.3 Gameplay Structure ............................................................................................ 10

    2.4 Immersion in Games ........................................................................................... 12

    2.5 Achieving balance between story and gameplay ................................................ 13

    3. Methodology ................................................................................................................. 13

    3.1 Case-Study .......................................................................................................... 14

    3.2 Formal Analysis .................................................................................................. 14

    3.3 Close Reading ..................................................................................................... 15

    4. Narrative and Gameplay Analysis on Uncharted 4 ....................................................... 16

    4.1. Case Study on Uncharted 4 (Chapter 11: Hidden in Plain Sight) .......................... 17

    4.2. Narrative in Uncharted 4 - chapter 11 .................................................................... 22

    4.2.1. Narrative Architecture used in the game ......................................................... 22

    4.2.2. Narrative Devices............................................................................................ 27

    4.3. Gameplay Devices ................................................................................................. 30

    4.3.1 Rules .................................................................................................................... 30

    4.3.1 Goals .................................................................................................................... 32

    4.3.1 Game Mechanics .................................................................................................. 33

    5. Emergent analysis of the artefacts in minimizing Ludo-narrative dissonance ............. 34

    6. Conclusion .................................................................................................................... 38

    References ........................................................................................................................ 40

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    Game Analytics on Narrative Based Video Games

    Table of Figures

    Figure 1: String of Pearls narrative model [10] .............................................................................. 8

    Figure 2: 3rd person point of view [15] ........................................................................................ 10

    Figure 3: Game mechanic's chain reaction [17] .............................................................................11

    Figure 4: Achieving immersion in Videogames [21] .................................................................... 12

    Figure 5: Navigating through the market [35] .............................................................................. 17

    Figure 6: Nate encounters clock tower puzzle [35] ...................................................................... 18

    Figure 7: Journal guiding Nate in solving the clock tower puzzle [35] ........................................ 18

    Figure 8: Founder wheel's mechanism [35] .................................................................................. 19

    Figure 9: Car chase sequence [36] ................................................................................................ 20

    Figure 10: Manipulatable character during chase sequence -I [36] .............................................. 21

    Figure 11:Manipulatable character during chase sequence -II [36] .............................................. 21

    Figure 12: Narrative Architectural model ..................................................................................... 26

    List of Tables

    Table 1:4-Act structure explained [12] ......................................................................................... 25

    Table 2: narrative devices (artefact description) [11] ................................................................... 29

    Table 3: Rules artefact description [11] ........................................................................................ 32

    Table 4: Goals artefact description [11] ........................................................................................ 33

    Table 5:Emergent narrative architecture artefact .......................................................................... 37

    Table 6: Play-pattern pseudocode artefact .................................................................................... 37

    file:///C:/Users/Vinayak%20ravi/Desktop/Game%20Analyitcs/Uncharted%204/correction/COMP6470_Report_u6561524-PK.docx%23_Toc22918601 file:///C:/Users/Vinayak%20ravi/Desktop/Game%20Analyitcs/Uncharted%204/correction/COMP6470_Report_u6561524-PK.docx%23_Toc22918601 file:///C:/Users/Vinayak%20ravi/Desktop/Game%20Analyitcs/Uncharted%204/correction/COMP6470_Report_u6561524-PK.docx%23_Toc22918601 file:///C:/Users/Vinayak%20ravi/Desktop/Game%20Analyitcs/Uncharted%204/correction/COMP6470_Report_u6561524-PK.docx%23_Toc22918601

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    Game Analytics on Narrative Based Video Games

    1. Introduction

    Video Games are basic feedback systems which with help of visual user-interface helps

    players in interacting with it. It engages one to experience and divulge into new frontiers in an

    interactive fashion. They are primarily made of three e