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In addition to challenge and play, games also use several traditional elements of drama to create player engagement with their formal systems. One of the most basic is the concept of premise, which establishes the action of the game within a setting or metaphor. Without a dramatic premise, many
Imagine playing a game in which you are a set of data. Your objective is to change your data to increase its values. To do this, you engage other sets of data according to complex interaction algorithms. If your data wins the analysis, you win. This all sounds pretty intangible and rather boring, but it's a description of how a typical combat system might work from a formal perspective. In order to connect players to the game emotionally, the game designer creates a dramatic premise for the interaction that overlays the formal system. In the previous example, let's imagine you play a dwarf named Gregor rather than a set of data. You engage an evil wizard, rather than an opposing set of data, and you attack him with your broadsword, rather than initiating that complex interaction algorithm. Suddenly, the interaction between these two sets of data takes on a dramatic context over and above its formal aspects.
In traditional drama, premise is established in the exposition of a story. Exposition sets up the time and place,
To better understand premise, let's look at some examples from well-known stories from
In Star Wars , the story is set in a far away galaxy. The protagonist, Luke Skywalker, is a young man who wants to get away from his uncle's remote farm and join the interstellar rebellion, but responsibility and loyalty hold him back. The story begins when his uncle buys two droids carrying secret information that is critical to the rebellion.
In
The Fellowship of the Ring
, the story is set in Middle-earth, a fantasy world of
In Die Hard , the story is set in a modern office tower in downtown Los Angeles. The protagonist, John McClane, is an off-duty New York City police officer who is in the building trying to make amends with his estranged wife. The story begins when the building's taken over by terrorists and McClane's wife is taken hostage.
These are each examples of how premise is defined in traditional stories. As can be seen, the premise sets the time and place, the main character(s) and objective, as well as the action which propels the story forward.
Now, let's look at examples of premise from games that you may have
First, here is a very simple game premise: in
Space
Now, let's look at some games that have attempted to create somewhat more developed premises. In
Pitfall
, the game is set in the 'deep recesses of a forbidden
Figure 4.9:
Space Invaders
Figure 4.10:
Pitfall and Diablo
In
Diablo
, you play a wandering
In
Myst
, the game is set on a strangely deserted island filled with arcane mechanical artifacts and puzzles. You play an anonymous protagonist with no knowledge of Myst Island or its inhabitants. The story begins when you meet Sirrus and Achenar, two brothers trapped in
Exercise 4.6: Premise
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Write out the premise for five games that you've played and tell us how this premise enhances the game.
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The first task of a premise is to make a game's formal system
For example, the premise of Myst not only sends the player on a quest to find the missing pages of one or both of the brothers' magical books, but it also implies that the brothers are not to be trusted and one or both of them may be duping the player. This makes the experience richer for the player, who must determine, by clues found in each age, which, if either, brother to help.
Creating a premise that unifies the formal and dramatic elements is another opportunity for the game designer to heighten the experience of players. As digital games have evolved, more and more designers have begun to make use of more elaborate premises in their designs, which, as we'll see, have evolved to the point where they can be
[11] Activision, Pitfall instruction manual , 1982.
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