Week 1 - Creating worlds
SHINDY LEONG
SHINDY LEONG
World building has been around the 19th century referred to the world imagines by artists and poets. It is today more seen as a creation of an imaginary world. This includes a 'setting' or location, it includes geography biology and culture. An imaginary setting includes geography, biology and culture. World building involves maps, backstory and a creation for the people which enhances the backstory. [1]
"an artificial universe, an imaginary place in which the events of the game occur. When the player enters the magic circle and pretends to be somewhere else, the game world is the place she pretends to be" - Adams, E (2009) [2]
What is the purpose of a Game World?
Monkey Island is where the game world is the game, the purpose is to create an interactive environment for the player to explore. And this really provides entertainment for the player.
In counter strike the game focuses on the actions of moving, and the usage of weapons. The experienced player experience abstraction of the game world and for the new players it's about immersion.
The elements you should consider when designing your game world are Art Elements, Game Design and Narrative.
Art Element
> Art element consist of art work, animation, music and sound FX and text.
Game Design
"Game mechanics are the core of what a game truly is. They are the interactions and relationships that remain when all of the aesthetics, technology, and story are stripped away." - Jesse Schell [4]. The Core Mechanics in Games Design are the movement and mechanics you are doing in-game.
Narrative
In games the narrative can be divided into three parts: mechanic, aesthetic and story. Each part communicates with the player in a particular way.
Physical - Spatial dimensionality: 2D, 2,5D - different layer of 3D but not moving in different ways, 3D open world game that allows you to explore everything, 4D as example pokemonGO as you interact with the real world
Dimensions of a Game World are properties that relates to each other. The dimensions are to create a convincing world: Physical, Temporal, Environmental, Emotional and Ethical.
> Environmental - Physical dimensions defines the space and the environmental dimensions define what is in the space
> Emotional dimension - Consider both emotion of the character in game and the emotions you want to bring out in the player. Games are entertainment, it doesn't have to be fun. It can be challenging, thrilled, horror as example.
> Ethical - Defines what right and wrong, gives the player a choice of behaviour. Such as help or steal from others.
Scale - If you want immersion in your world you must have an accurate scale. The scale can be more flexible, the character can be the same size as the building to ensure the character is visible.
Temporal - Time passing from day to night to create impression of time passing to add game experience. With the scale and realism it is important for some genres.
Top down refers to a whole experience before the individual components are designed (new games).
Maps are used in TV, books, films and games, this is a common tool to help the player about the location and understand the game world. In game world maps are also useful to help with the immersion. Each game presents its map and have different goals and expectation from the player. [8] Overall the maps says a lot of the game.
[1] Worldbuilding, (2018), Wikipedia, Available at: https://en.wikipedia.org/wiki/Worldbuilding, (Accessed 23 January 2019)
[2] Adams, E (2009). Fundamentals of Game Design: Game Worlds. New Riders. Available at: [http://www.peachpit.com/articles/article.aspx?p=1398008], (Accessed 23 January 2019)
[8] Hartup, P, (2016), What does map design tell us about video games?, Available at: https://www.citymetric.com/fabric/what-does-map-design-tell-us-about-video-games-1937, (Accessed 23 January 2019)
[9] Bradley, E. (2016), Ubisoft confirms the map size of The Division will be smaller than expected, Available at: http://www.gamedynamo.com/article/showarticle/9647/en/ubisoft_confirms_the_map_size_of_the_division_will_be_smaller_than_expected, (Accessed 23 January 2019)
[10] Fukushima (city), (2019), Wikipedia, [Online] Available from: https://en.wikipedia.org/wiki/Fukushima_(city), (Accessed 23 January 2019)
[11] Columbia university, Contemporary Japan: Society & Culture, [Online], Available from: http://afe.easia.columbia.edu/at_japan_soc/common/all.htm, (Accessed 25 January 2019)
[3] Throneful, (2018), Counter-Strike: Global Offensive (2018) - Gameplay PC HD, Available at: https://www.youtube.com/watch?v=p5VD49suIUw, (Accessed 23 January 2019)
[4] Schell, J. Some Elements Are Game Mechanics, The Art of Game Design, 2nd Edition by Jesse Schell, Available at: https://www.oreilly.com/library/view/the-art-of/9781466598645/xhtml/ch12.xhtml, (Accessed 23 January 2019)
[5] THR Staff, (2016), Pokemon Go: 11 Real-World Hazards of the Catch 'Em All Craze, Available at: https://www.hollywoodreporter.com/lists/pokemon-go-guide-game-tips-real-life-hazards-910304, (Accessed 23 January 2019)
[6] Blumental, M. (2013), The Real Price of Free, GamaSutra, Available at: https://www.gamasutra.com/blogs/MickeyBlumental/20130331/189611/The_Real_Price_of_Free.php?print=1, (Accessed 23 January 2019)
[7] GreenClosed, (2016), The Legend of Zelda: Breath of the Wild - A Full Day/Night Cycle for Relaxation, Available at: https://www.youtube.com/watch?v=m5bzeQ3YBJM, (Accessed 23 January 2019)
The game is set in the Heian period 794 - 1185 which took place in Heian-kyo in Japan. The game world is different compared how it is today, the culture and art. The Heian-kyo is a huge palace noted with their art, the Japanese took ideas from China and took them to Japan. The huge palace in Heian-kyo reflects its architecture taken from the Chinese inspiration [1]. As well as their Buddhist temples and Japanese art that still exists today [2]. Outside the temple is a country side which is meant for the lower ranked people. [6]
There will be 7,000,000 people in the game world govern by an emperor [4]. The Fujiwara clan dominates the Japanese government, they are warriors (samurais) to govern the country. They would go to the country side to collect taxes, although there were clans created by farmers in the countryside [10]. The reason was to protect themselves. The classes: emperor (highest), Fujiwara clan (high) and humans(lowest) will be in different ranks and live in different areas. The emperor and Fujiwara clan will be in the palace while the humans live in the country side.
Depending where the people lived, either the palace or the country side people would value different things. People valued imperialism and trade this was through the ideas the Japanese got from the Chinese. Both clothing and building were inspired from the Chinese, the building style were taken from the Buddhism in China.
The clothing as we are familiar with is the kimono. The two famous clothing are sokutai for men and itsutsuginu-karaginu-mo for women. [7] The men who wear the sokutai have a long narrow train trailing behind them, depending on the ranks the clothing were in different colours [8]. The itsutsuginu-karaginu-mo is a long half skirt to the hips and a trailing behind the back. This clothing consisted of twelve layers. The layers of colours would represent the woman and her rank. [9]
However, my idea is that the people will be in a lower rank, so the colour would be in a mud yellow colour. The fabrics are very straight narrow and long. The darker colour, the higher rank.
My game will take place outdoors in the countryside and palace as I find the architecture is showed through their buildings. This will be in a Japanese style architecture inspired by the Chinese. There will be temples and other buildings with tiled roofs, and these buildings will be in red. The environment will consist of mountains and lakes in the spring.
The game will be a 2D platformer. It will have analogous colours, red, orange and yellow, he mood will be energetic due to the hues. The sound and music will be in a Japanese calm music to really immerse the player into the game world. The amount of detail will mostly be focused on the player while the structure will be focused on the buildings. I want the player to explore the medieval period in Japan and experience the different ranks through various environments (in the country side and palace).
[1] Cartwright, M, (2017), Heiankyo, Available at: https://www.ancient.eu/Heiankyo/, (Accessed: 25 January 2019)
[2] Heian period, (2019), Wikipedia, Available at: https://en.wikipedia.org/wiki/Heian_period, (Accessed: 25 January 2019)
[3] Mosely, J, (2011), Kyoto, Image, [Online], Available at: https://hakuba.blog/2011/08/21/kyoto/, (Accessed: 25 January 2019)
[4] Heian-kyō, (2018), Wikipedia, Available at: https://en.wikipedia.org/wiki/Heian-ky%C5%8D, (Accessed: 25 January 2019)
[5] Fujiwara clan, (2018), Wikipedia, Available at: https://en.m.wikipedia.org/wiki/Fujiwara_clan, (Accessed: 25 January 2019)
[6] (2016), HEIAN PERIOD (794-1185) GOVERNMENT, Available at:http://factsanddetails.com/japan/cat16/sub106/entry-5309.html, (Accessed: 25 January 2019)
[7] Kyoto Women's University, Lifestyle Design Laboratory, Heian Period Costumes, Available at: https://artsandculture.google.com/exhibit/gAIigthsq7w7IQ, (Accessed: 26 January 2019)
[8] Sokutai, (2018), Wikipedia, Available at: https://en.wikipedia.org/wiki/Sokutai, (Accessed: 26 January 2019)
[9] Jūnihitoe, (2018), Wikipedia, Available at: https://en.wikipedia.org/wiki/J%C5%ABnihitoe, (Accessed: 26 January 2019)
[10] Samurai, (2019), Wikipedia, Available at: https://en.wikipedia.org/wiki/Samurai, (Accessed: 26 January 2019)