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Dr. Marie Broyles
marie.broyles@oakgrovetech.com
Mibroyles@comcast.net

1
Create a Compelling Story
Game designers develop the story line during concept development since the story
drives everything that will be included the
game.
It drives the game world visual look and feel.
The story also drives character development
as well. The story will emerge throughout the
development process.

2
Create a Compelling Story
Game designers develop the story line during
concept development since the story drives everything that will be included the game.
It drives the game world visual look and feel.
The story also drives character development as
well. The story will emerge throughout the development process.
Storyline Thought Starter
A global conference client wants your company to design a simulation to train security personnel on how to
conduct a visual room inspection.

3
Objectives

A learning objective
is NOT a gaming
Learning Objective
Given a game simulation a learner (acting as a security
agent) will perform a visual room inspection, using divide the room by height method and documenting inspection findings accurately on the Security Review
Worksheet.

4
Game/Simulation Hierarchy
Level #1

After your story is roughed out.
Layout out the entire game/simulation world.
Layout each level.
Indicate each scene located in that level.
Game World
 Game level #1
 Level objective #1
 Level #1 challenges, decisions, obstacles
and set pieces
 Game scene #1
 Scene #1objectives
 Game scene #2
 Scene #2 objectives

Game World
5
What to Include in Level Top-Down Layout
Level Sample






Level Objective
Locations and landmarks
Player spawn points
Possible objects, prop, weapon and
item placement
Chokepoints

6
Objectives, Obstacles, Decisions, & Set Pieces

7
Level Layout Progression

8
Challenge Types
Advancement – reaching a higher level.
Race – accomplishing something before another player does.
Puzzles – apply mental processes to solve a puzzle.
Exploration – move into new location and explore.
Conflict (competition) – disagreement or competition between players.
Capture – taking or destroying something.
Chase – catching or eluding capture.
Organization – arranging items in a particular order.
Escape – rescuing items or players & taking them to safety.
Break the rules (taboo) – getting the competition to break the rules.
Construction – building and maintaining objects.
Solution – solving a problem or puzzle.
Outwit – applying intrinsic or extrinsic knowledge to defeat competition.

9
Put Yourself in the Player’s Shoes

What do you want the player to feel as they play
the game?
What decisions can the player make?
How does the player affect the course and outcome
of the game?

10

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Iitsec13 game simulation-dev_packetm_broyles_id1333

  • 2. Create a Compelling Story Game designers develop the story line during concept development since the story drives everything that will be included the game. It drives the game world visual look and feel. The story also drives character development as well. The story will emerge throughout the development process. 2
  • 3. Create a Compelling Story Game designers develop the story line during concept development since the story drives everything that will be included the game. It drives the game world visual look and feel. The story also drives character development as well. The story will emerge throughout the development process. Storyline Thought Starter A global conference client wants your company to design a simulation to train security personnel on how to conduct a visual room inspection. 3
  • 4. Objectives A learning objective is NOT a gaming Learning Objective Given a game simulation a learner (acting as a security agent) will perform a visual room inspection, using divide the room by height method and documenting inspection findings accurately on the Security Review Worksheet. 4
  • 5. Game/Simulation Hierarchy Level #1 After your story is roughed out. Layout out the entire game/simulation world. Layout each level. Indicate each scene located in that level. Game World  Game level #1  Level objective #1  Level #1 challenges, decisions, obstacles and set pieces  Game scene #1  Scene #1objectives  Game scene #2  Scene #2 objectives Game World 5
  • 6. What to Include in Level Top-Down Layout Level Sample      Level Objective Locations and landmarks Player spawn points Possible objects, prop, weapon and item placement Chokepoints 6
  • 9. Challenge Types Advancement – reaching a higher level. Race – accomplishing something before another player does. Puzzles – apply mental processes to solve a puzzle. Exploration – move into new location and explore. Conflict (competition) – disagreement or competition between players. Capture – taking or destroying something. Chase – catching or eluding capture. Organization – arranging items in a particular order. Escape – rescuing items or players & taking them to safety. Break the rules (taboo) – getting the competition to break the rules. Construction – building and maintaining objects. Solution – solving a problem or puzzle. Outwit – applying intrinsic or extrinsic knowledge to defeat competition. 9
  • 10. Put Yourself in the Player’s Shoes What do you want the player to feel as they play the game? What decisions can the player make? How does the player affect the course and outcome of the game? 10