Story and Game Structures Can Be Artfully Merged with Indirect Control / Stories and Games Take Place in Worlds / Worlds Contain Characters
Lenses
Pick some of the lenses below and discuss their questions in regards to your own game projects:
Lens #79: The Lens of Freedom
- When do my players have freedom of action? Do they feel free at these times?
- When are they constrained? Do they feel constrained at these times?
- Are there any places I can let them feel more free than they do now?
- Are there any places where they are overwhelmed by too much freedom?
Lens #80: The Lens of Help
- Within the context of the game, who is the player helping?
- Can I make the player feel more connected to the characters who need help?
- Can I better tell the story of how meeting game goals helps someone?
- How can the helped characters show their appreciation?
Lens #81: The Lens of Indirect Control
- Ideally, what would I like the players to do?
- Can constraints get players to do it?
- Can goals get players to do it?
- Can interface get players to do it?
- Can visual design get players to do it?
- Can game characters get players to do it?
- Can music or sound get players to do it?
- Is there some other method I can use to coerce players toward ideal behavior without impinging on their feelings of freedom?
- Is my design inducing desires I’d rather the player not have?
Lens #82: The Lens of Collusion
- What do I want the player to experience?
- How can the characters help fulfill this experience, without compromising their goals in the game world?
Lens #83: The Lens of Fantasy
- What fantasy does my world fulfill?
- Who does the player fantasize about being?
- What does my player fantasize about doing there?
Lens #84: The Lens of the World
- How is my world better than the real world?
- Can there be multiple gateways to my world? How do they differ? How do they support each other?
- Is my world centered on a single story, or could many stories happen here?
Lens #85: The Lens of the Avatar
- Is my avatar an ideal form likely to resonate with my players?
- Does my avatar have iconic qualities that let a player project themselves into the character?
Lens #86: The Lens of Character Function
- What are the roles I need the characters to fill?
- What characters have I already imagined?
- Which characters map well to which roles?
- Can any characters fill more than one role?
- Do I need to change the characters to better fit the roles?
- Do I need any new characters?
Lens #87: The Lens of Character Traits
- What traits define my character?
- How do these traits manifest themselves in the words, actions, and appearance of my character?
Lens #88: The Lens of the Interpersonal Circumplex
- Are there any gaps in the chart? Why are they there? Would it be better if the gaps were filled?
- Are there “extreme characters” on the graph? If not, would it be better if there were?
- Are the character’s friends in the same quadrant, or different quadrants? What if that were different?
Lens #89: The Lens of the Character Web
- How, specifically, does each character feel about each of the others?
- Are there any connections unaccounted for? How can I use those?
- Are there too many similar connections? How can they be more different?
Lens #90: The Lens of Status
- What are the relative status levels of the characters in my game?
- How can they show appropriate status behaviors?
- Conflicts of status are interesting – how are my characters vying for status?
- Changes of status are interesting – where do they happen in my game?
- How am I giving the player a chance to express status?
Lens #91: The Lens of Character Transformation
- How does each of my characters change throughout the game?
- How am I communicating those changes to the player? Can I communicate them more clearly, or more strongly?
- Is there enough change?
- Are the changes surprising and interesting?
- Are the changes believable?