lajvdesignmönster prolog 2016
TRANSCRIPT
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Lajvdesignmönster
Staffan BjörkGöteborgs Universitet
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Who am I?
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Commercial Break! Metatekniker inom Lajv
Anna Westerling, fre 16:00 – 16:45 Spelledning och Metatekniker
Anna Westerling, sön 14:00 – 15:45
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Design is typically a Wicked Problem Characteristics of Wicked Problems
Not understood until after solutions are found Have no stopping rule Solutions are not right or wrong Every problem is essentially novel and unique Every solution is a 'one shot operation' Solutions have no given alternatives
How to Mitigate Wicked Problems? Methods Design language to discuss aspects or parts of the
problem
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Design Languages Convey meaning
In design process In product
Components Collection of elements Principles of
organization Qualifying situations
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Gameplay Design Patterns “Semiformal inter-dependent descriptions of
commonly reoccurring parts of the design of a game that concern gameplay.”
A way to describe reoccurring design choices Offers possible explanations to why these
design choices have been made Codify unintentional features so they can be
intentional choices in later designs A guide of how to make similar design
choices in game projects What is required to make a pattern emerge What consequences do a pattern have? Not only problem solving
Way to describe components on all levels within the design language
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Gameplay Design Pattern Examples Power-Ups
Game elements that activate time-limited advantages when collected
First Person Views Players are shown the game world as if they were
inside it Aim & Shoot
The act of taking aim at something and then shooting at it
Cut Scenes Sequences of storytelling where players cannot act
Parallel Lives Game elements that when individually lost do not
interrupt gameplay, but do so when all are lost. High Score Lists
The storing of scores after games have finished so the they can be compared
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Structure of a Gameplay Design Pattern Name Introduction
One line description Short stand-alone description
Examples Using the Pattern Consequences Relations
See http://virt10.itu.chalmers.se/index.php/Main_Page for 500+ examples
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Gameplay Design Pattern Relations Small changes in a game can
have large effects on gameplay and overall game experience This due delicate balances,
risk/reward, meaningful choices, etc. Patterns related to each other
Explains effects of having a pattern Proposes possible causes for a pattern
to be in a design Provides alternatives how to make a
pattern emerge in a design Suggests ways of modifying patterns Alerts of possible incompatibilities
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Relations between GDPs
Randomness Luck
Limited Foresight
Cards
Fixed Distributions
Drawing Stacks
Surprises
Analysis Paralysis
D6 D8D4 D10 D12 D20
Dice
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LARP Design Patterns
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Mixing Board of LARP
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Don’t Rule The Don't Rule is a very simple meta-technique used to
indicate willingness to escalate (primarily, but not only) physical scenes.
Usage If used, the don't rule is a tool for players in, for example,
violent scenes. By vocally saying Don't followed by an action the player signals that that action (or similar action as that which has just been taken) is okay if the other player wants to perform it. For instance, if a player physically attacks another player, and that player says Please don't hurt me anymore!, it is made clear that further physical violence is okay. It can also be used to signify specific actions that the receiving player is okay with, as in please don't leave me here in the dark! or please don't tie me up.
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The Doctor The Doctor was a technique used during the
larp OB7, in which most characters of the game had in-game play with some kind of spirit presence. The Doctor was a form of non-player character able to move freely within the physical setting of the game. Play with The Doctor focused on enhancing the game by evolving the story and plot of the game. The Doctor has similarities with techniques such as Shadows or guardian angels of Knappnålshuvudet and Phantom Players at The Monitor Celestra.
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Structures
Simulation of SexArs AmandiFeather PlayPhallus
Simulation of ViolenceBlank-firing FirearmsBoffer
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Relations between LARP patterns
Physical Enactment
Contextualization
Meta-Techniques
Temporal Consistency
Blank-Firing Firearms
Boffer
ScenesCharacters
Enactment
Meta-Postures
Substitute Actions
Prompting Techniques
Warming-Up Roleplaying Exercises
Workshopping
Internal Monologue
The Don’t Rule
The Doctor
The Liquor on the Table
Feather Play
Time Skips
Ars Amandi
Make a Speech Black Box
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Thank you!
Questions?