Table of content

  
• Table of Contents
• Index
Creating Emotion in Games: The Craft and Art of Emotioneering™
By David Freeman
 
Publisher: New Riders Publishing
Pub Date: September 23, 2003
ISBN: 1-5927-3007-8
Pages: 576
Copyright
   Acknowledgments
   About the Author
      About the Technical Reviewer
      Tell Us What You Think
   Foreword
   Gallery
   Part I.  Introduction
      Chapter 1.1.  Communicate… Explore… Help… Words… Edge…
      Communicate
      Explore
      Help
      Words
      Edge
      Chapter 1.2.  An Introduction to Emotioneering
      Chapter 1.3.  Why Put Emotion into Games?
      Reason #1: Expanded Demographics
      Reason #2: Better Buzz
      Reason #3: Better Press
      Reason #4: So Games Don't Seem Amateurish
      Reason #5: An Inspired and Dedicated Creative Team
      Reason #6: Consumer Loyalty to the Brand, Which Is Worth a Fortune
      Reason #7: So You Don't Burn Millions of Dollars of Potential Profit
      Reason #8: Competitive Advantage
      Reason #9: So You Don't Come in Last
      Summary
      Chapter 1.4.  17 Things Screenwriters Don't Know About Games
      What Screenwriters Need to Learn About Games
      Putting It in Focus
      Facing the Challenge: A Guide to Hiring a Screenwriter
      Final Thoughts
      Chapter 1.5.  Why Game Designers Often Find Writing to Be So Challenging
      The Same Problem Often Besets Game Designers
      Yes, But Games Aren't Movies, so That Isn't Relevant
      Final Thoughts
      Chapter 1.6.  Why "Writing" Is a Bad Word and "Emotioneering" Is a Better One
      Chapter 1.7.  How to Hopefully Be Unappreciated
      Chapter 1.8.  Where Screenwriting Leaves Off and Emotioneering Begins
      Deep Isn't Necessarily Interesting
      From Screenwriting to Emotioneering
   Part II.  The 32 Categories of Emotioneering Techniques
      Chapter 2.1.  Emotioneering Techniques Category #1: NPC Interesting Techniques
      Major NPCs (NPCs Who Recur Throughout the Game)
      More About Traits
      The Hypothetical Game
      The Hypothetical Game
      Final Thoughts
      Chapter 2.2.  Emotioneering Techniques Category #2: NPC Deepening Techniques
      Emotional Pain
      An Example of Technique Stacking
      Regret and Hiding a Secret
      Appreciation and Wisdom
      Cover a Real Emotion with a False Emotion
      Combining NPC Deepening Techniques
      Having Emotion Relate to Player Actions and Decisions
      Final Thoughts
      Chapter 2.3.  Emotioneering Techniques Category #3: Dialogue Interesting Techniques
      NPC Dialogue to Add Color
      NPC Dialogue to Prompt Action
      Splitting Up the Information
      Some Common Fallacies and Problems
      Final Thoughts
      Chapter 2.4.  Emotioneering Techniques Category #4: Deepening Deepening Techniques
      Give Your NPC Some Depth
      The Hypothetical Game
      Combining Emotioneering Techniques
      An Example of Technique Stacking
      The NPC Has Emotions Beneath the Surface
      The Hypothetical Game
      Ambivalence
      Final Thoughts
      Chapter 2.5.  Emotioneering Techniques Category #5: Group Interesting Techniques
      The Basic Idea of Klingons
      Relevance for Games
      Two Important Considerations
      Traits Versus Quirks Carrying the Analogy into Groups
      Hypothetical Game Case Study
      So, All Groups Need a Diamond?
      The Diamond of the Group and the Diamond of the Individual
      Final Thoughts
      Chapter 2.6.  Emotioneering Techniques Category #6: Group Deepening Techniques
      Giving Depth to Groups
      The Hypothetical Game
      Final Thoughts
      Chapter 2.7.  Emotioneering Techniques Category #7: NPC Toward NPC Chemistry Techniques
      The Characters Think in the Same Way
      Fighting
      Person #1 Talks Warmly About Person #2 in Person #2's Absence
      Another Example of Technique Stacking
      Person #1 Can Read Person #2's Hidden Feelings
      They Have Shared Bits
      Final Thoughts
      Chapter 2.8.  Emotioneering Techniques Category #8: NPC Toward NPC Relationship Deepening Techniques
      An Analogy to the Character Diamond
      More Than One Layer Can Be Present in One Line
      There Doesn't Need to Be a Relationship Between the Two Characters' Layer Cakes Toward Each Other But There Can Be
      Final Thoughts
      Chapter 2.9.  Emotioneering Techniques Category #9: NPC Character Arc Techniques
      A Character Arc Doesn't Come Easily to a Character
      Relevance for Games
      Ins and Outs
      Exceptions
      Final Thoughts
      Chapter 2.10.  Emotioneering Techniques Category #10: NPC Rooting Interest Techniques
      The Sorcerer Among Us Is You
      Relationship to the Character Diamond
      Put the NPC in Danger
      Self-Sacrifice
      Undeserved Misfortune
      Learn About a Painful Part of Their Past
      Bravery
      Some Techniques Fall into Two Different Categories
      Characters You Invest with Life
      Characters for Whom You're Responsible
      A Note About Multi-Function Techniques
      Using Rooting Interest Techniques and Their Opposites to "Dial Up" or "Dial Down" an NPC's Likability and the Degree to Which We Identify with Him or Her
      Final Thoughts
      Chapter 2.11.  Emotioneering Techniques Category #11: Player Toward NPC Chemistry Techniques
      The NPC Admires You
      The NPC Reads Your Mind
      The NPC Has Things in Common with You
      The NPC Anticipates Your Needs and Desires
      An NPC Makes You Grow to Become a Better Person
      Final Thoughts
      Chapter 2.12.  Emotioneering Techniques Category #12: NPC Toward Player Relationship Deepening Techniques
      Layers of Feeling
      Hypothetical Game Case Study: Post-Apocalyptic America Game
      Hypothetical Game Case Study: The Detectives
      Hypothetical Game Case Study: Another Hypothetical Game Example
      Final Thoughts
      Chapter 2.13.  Emotioneering Techniques Category #13: Player Toward NPC Relationship Deepening Techniques
      Hypothetical Game Case Study: Our Post-Apocalyptic Gunslinger
      A Hypothetical Game: Mixed Emotions in WWII
      Final Thoughts
      Chapter 2.14.  Emotioneering Techniques Category #14: Group Bonding Techniques
      Elements of Shared Appearance
      Shared Goals
      Shared Rituals
      Going Through Shared Ordeals and Adventures
      Taking Heroic Actions to Protect Each Other
      Complementary Skills
      Say Good Things Behind Each Others' Back Even if They Don't to Their Faces
      Bam-Bam Dialogue in Cinematics
      Shared References
      Group Bonding Challenges in Squad-Based First-Person Shooters
      Final Thoughts
      Chapter 2.15.  Emotioneering Techniques Category #15: Emotionally Complex Moments and Situations Techniques
      You Are Forced to Do Potential Evil
      You Are Forced to See Through the Eyes of Someone You Don't Like or Are Ambivalent About
      Ambivalence Toward a "Friend"
      Ambivalence Toward an "Enemy"
      Ambivalence Toward a Situation
      You Discover You've Been Tricked
      Helpless to Aid Someone You Love
      What's Good and What's Evil Is Not Black and White
      Forced to Violate Your Own Integrity
      Creating Emotionally Complex Moments and Situations Through Incongruence
      Final Thoughts
      Chapter 2.16.  Emotioneering Techniques Category #16: Plot Interesting Techniques
      You Call This a Story?
      Breaking These Different Structures into Elements
      Creative Toolbox or Wellspring of Psychosis?
      Structure Twists
      Hypothetical Game Case Study
      Pancaking Scripted Sequences
      Meaningful Nonlinear Re-Sequencing (MNR)
      Final Thoughts
Man Cannot Live by Twists Alone
      Chapter 2.17.  Emotioneering Techniques Category #17: Plot Deepening Techniques
      Two Key Characters Trade Places
      The Story Makes a Spiritual Power Palpable
      A Symbol Takes on More and More Emotional Associations
      A Character We Like Dies
      A Bittersweet Ending
      An Ending That's a Little Uncertain
      Greetings from a Land Outside Your Awareness
      Relevance of Crouching Tiger for Games
      A Downside to Victory
      Emotion Mapping
      Idea Mapping
      Final Thoughts
      Chapter 2.18.  Emotioneering Techniques Category #18: World Induction Techniques
      Creating a Rich World
      Creating a Rich World Through Visual Incongruence Using Emotionally Resonant Items
      A World That Takes A While to Figure Out
      Friendship or Responsibility Toward NPCs You Care About
      Revenge
      Don't Hold Back on Cool Weapons or Cool Things to Do
      Don't Change All the Rules at the End
      World Induction Techniques Commonly Used in Massively Multiplayer Online Games (MMOGs Sometimes Called MMOs)
      Final Thoughts
      Chapter 2.19.  Emotioneering Techniques Category #19: Role Induction Techniques
      Skill Sets
      Rewards for Playing the Role
      Against All Odds
      Accomplishment
      Leadership Attitudes and Abilities
      A Valuable and Appreciated Role
      License to Break the Rules
      Beguiling New Identities
      Abilities Beyond the Norm
      The Character Has Emotional Responses We Recognize and Can Identify With
      Self Auto-Talk and Self Auto-Thought
      Fewer Words Usually Invites the Player to Identify with the Character
      Character Silence (No Self Auto-Talk and No Self-Auto Talk)
      Generalizing a Problem
      Tradeoffs When Using Role Induction Techniques
      A Case Study in Role Induction: Thief
      Final Thoughts
      Chapter 2.20.  Emotioneering Techniques Category #20: First-Person Character Arc Techniques
      Defining the Problem
      Past Attempts to Create a First-Person Character Arc
      Emulating Life Itself
      Should Going Through a First-Person Character Arc Be Essential to Winning a Game?
      Various Types of Rewards and Punishments
      Where a First-Person Character Arc Begins
      Alternative Character Arcs
      Final Thoughts
      Chapter 2.21.  Emotioneering Techniques Category #21: First-Person Deepening Techniques
      Emotionally and/or Morally Difficult Decisions
      Hypothetical Game Case Study: Woman from the Future
      Hypothetical Game Case Study: Choice of Player Character
      Hypothetical Game Case Study: The Kidnapped Teenager
      Responsibility
      Hypothetical Game Case Study: The Terrellens
      Multiple and Sometimes Even Conflicting Viewpoints (Learning from Mr. Bill)
      Hypothetical Game Case Study: Return to the Terrellens
      Certain First-Person Character Arcs
      Hypothetical Game Case Study: Returning to the City
      Seeing Situations That Aren't Black and White
      Final Thoughts
      Chapter 2.22.  Emotioneering Techniques Category #22: Revealing Complex Characters Through Their Actions
      A Real Game Case Study
      Khensa
      Final Thoughts
      Chapter 2.23.  Emotioneering Techniques Category #23: Enhancing Emotional Depth Through Symbols
      Usable Symbols
      Symbol of a Character's Condition or Change in Condition Visual or Verbal
      Game Case Study: Ico
      Hypothetical Game Case Study: Symbols of Sadness and Achievement
      Symbolic Subplot
      Game Case Study: Aidyn Chronicles
      Symbols Used in Foreshadowing
      Hypothetical Game Case Study: The Samurai
      A Symbol That Takes on Increasing Emotional Associations Visual or Verbal
      Hypothetical Game Case Study: The Pendant
      Game Case Study: Max Payne
      Hypothetical Game Case Study: The Hood Ornament
      Final Thoughts
      Chapter 2.24.  Emotioneering Techniques Category #24: Self-Created Story Techniques (a.k.a. Agency Techniques)
      A Spectrum of Impact
      Mixing Impact Modes
      Different Ways of Fulfilling the Mission
      Other Ways to Create Self-Created Stories
      Final Thoughts
      Chapter 2.25.  Emotioneering Techniques Category #25: Motivation Techniques
      Don't Interrupt Gameplay
      If Possible, Try Not to Let the Way the Player Receives Information Interrupt the Game
      Don't Hold Back Too Long on the Carrots
      Avoid the Feeling of Repetitive Gameplay…Sometimes
      Keep Those Plot Twists Coming
      Sometimes Provide Unexpected Consequences to the Player's Actions
      Action Puzzles
      A Mysterious or Interesting World That Takes A While to Sort Out
      An Interesting Plot That Unfolds in an Interesting Way
      A Higher Score
      Final Thoughts
      Chapter 2.26.  Emotioneering Techniques Category #26: Cohesiveness Techniques
      Your Character Gets a Reputation
      Karma
      NPCs in One Part of the Game Refer to NPCs in Other Parts of the Game
      Give Your Game a Theme
      Relationships Between People or Groups That Take A While to Decipher, But Eventually Form Their Own Coherent World
      Abilities You Learn in One Part of the Game Are Useful Later in the Game
      Remind Us of the Stakes
      Final Thoughts
      Chapter 2.27.  Emotioneering Techniques Category #27: "True-to-Life" Techniques
      Final Thoughts
      Chapter 2.28.  Emotioneering Techniques Category #28: Cross-Demographic Techniques
      Cross-Demographic Techniques
      The General Idea
      Self-Deconstructing Humor
      Giving NPCs Character Arcs
      Trendy Comedy
      A Game That Takes Place in a Rich World
      Have Characters Who Undergo Either Adult or Complicated Emotions
      The Use of Deepening Techniques
      Final Thoughts
      Chapter 2.29.  Emotioneering Techniques Category #29: Injecting Emotion into a Game's Story Elements
      Dissecting a Story
      Story Elements in Types of Games That We Normally Don't Think of as Possessing "Stories"
      Simple and Complex Emotion
      Using Story Elements to Brainstorm Emotional Complexity
      Final Thoughts
      Chapter 2.30.  Emotioneering Techniques Category #30: Tying Story to Gameplay and Mechanics
      Contrasting Examples
      Just the Other Day
      Final Thoughts
      Chapter 2.31.  Emotioneering Techniques Category #31: Writing Powerful Pre-Rendered and In-Game Cinematics
      Learning from Film
      The Example
      Final Thoughts
      Glossary for This Chapter
      Chapter 2.32.  Emotioneering Techniques Category #32: Opening Cinematic Techniques
      Begin with a "Fakeout Scene" (Faking Out the Player)
      Begin with a Mystery
      Begin by Introducing Us to a Unique Character
      Begin by Throwing Us into a Suspenseful Piece of the Plot
      Begin by Entering into a Unique World
      Final Thoughts
      Looking Back
   Part III.  An Emotioneering Gallery
      Chapter 3.1.  Introduction
      Emotioneering in Reality-Based Games Versus Fantasy and Sci-Fi Games
      Chapter 3.2.  Chasm
      Hypothetical Game Case Study: Boston Physicist
      NPC Interesting Techniques (Chapter 2.1)
      Player Toward NPC Chemistry Techniques (Chapter 2.11)
      World Induction Techniques (Chapter 2.18)
      First-Person Deepening Techniques (Chapter 2.21)
      Player Toward NPC Relationship Deepening Techniques (Chapter 2.13)
      Emotionally Complex Moments and Situations Techniques (Chapter 2.15)
      Plot Deepening Techniques (Chapter 2.17)
      Adding Emotional Depth to a Game Through Symbols (Chapter 2.23)
      Final Thoughts
      Chapter 3.3.  Styx
      Hypothetical Game Case Study: The Roman Empire
      Emotionally Complex Moments and Situations Techniques (Chapter 2.15)
      NPC Deepening Techniques (Chapter 2.2)
      NPC Toward Player Relationship Deepening Techniques (Chapter 2.12)
      First-Person Character Arc and First-Person Deepening Techniques (Chapters 2.20 and 2.21)
      Plot Deepening Techniques (Chapter 2.17)
      Final Thoughts
      Chapter 3.4.  Rough Trade
      Hypothetical Game Case Study: Cyberpunk Novelist
      NPC Interesting Techniques (Chapter 2.1)
      NPC Deepening Techniques (Chapter 2.2)
      Player Toward NPC Chemistry Techniques (Chapter 2.11)
      Player Toward NPC Relationship Deepening Techniques (Chapter 2.13)
      Role Induction Techniques (Chapter 2.19)
      First-Person Character Arc Techniques (Chapter 2.20)
      First-Person Deepening Techniques (Chapter 2.21)
      Motivation Techniques (Chapter 2.25)
      Plot Deepening Techniques (Chapter 2.17)
      Final Thoughts
   Part IV.  Magic
      Chapter 4.  Magic
      Let's Get Real But in Whose Reality?
      A Secret Land Where Smiles Are Born
      Creating Life Out of Nothing: Hard for Scientists, a Cakewalk for You
      The Ultimate Gift
      Final Thoughts
   Part V.  Addenda
      Chapter 5.1.  Introduction
      Chapter 5.2.  Techniques for Creating Fun
      Types of Fun
      Incongruence
      The Exercise
      Final Thoughts
      Chapter 5.3.  Gatherings
      Art Credits
      Cover
      Color Section
      Interior
      Artists' Bios and Contact Information
      Glossary
   Index


Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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