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Character and Story for Games Midterm

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Oct 23rd, 2014
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  1. Q: Define Character Development
  2. A: An unveiling or disclosure of a character's traits
  3.  
  4. Q: Years between the Great Train Robbery & Birth of a Nation
  5. A: 12 years, important because it demonstrates how much time it takes to develop
  6.  
  7. Q: Define obligatory scene
  8. A: A scene that has been built up to and the audience expects in order to not be disappointed
  9.  
  10. Q: What are the three things our audience asks of storytellers
  11. A: Take them to a place they've never been, make them someone they can never be, or do something
  12. they can never do.
  13.  
  14. Q: In traditional media, we are told to show don't tell, in games, Falstein urges storytellers to
  15. A: Do, don't show
  16.  
  17. Q: Describe the physical dimension of a character
  18. A: Their physical appearance, what the character looks like.
  19.  
  20. Q: Define antagonist
  21. A: The principle adversary of the protagonist
  22.  
  23. Q: Describe the psychological dimension of a character
  24. A: The character's world view, what they think about
  25.  
  26. Q: Name three special roles sidekicks can fill
  27. A: helping hand, comic relief, useful exposition
  28.  
  29. Q: Define character growth
  30. A: The change a character undergoes during a story
  31.  
  32. Q: How can commentary and gossip be used to enhance storytelling
  33. A: They can fill gaps in exposition, providing clarification, and adding perspective
  34.  
  35. Q: Describe the sociological dimension of a character
  36. A: Past, upbringing, and current environment.
  37.  
  38. Q: Name 6 possibilities for preserving character when a level is cut
  39. A: Trim excess fat, identify how the level affects the character arcs, preserve entertaining moments,
  40. gameplay can be moved, single out points of exposition
  41.  
  42. Q: Define foreshadowing
  43. A: The process of hinting towards developments
  44.  
  45. Q: Story or game: Which should come first?
  46. A: Ideally they should be worked on simultaneously
  47.  
  48. Q: Define point of attack
  49. A: The point where you enter the story, where the action has already started.
  50.  
  51. Q: What rule must be used when creating an antagonist in order to not weaken the protagonist
  52. A: They must be equal to or greater than the protagonist
  53.  
  54. Q: Draw a stairway with crises, climax, and resolutions of different length.
  55. A: yeah whatever
  56.  
  57. Q: Define willing suspension of disbelief
  58. A: The credibility budget of an audience; what they're willing to accept is possible
  59.  
  60. Q: Define conflict
  61. A: opposition of two characters, push-and-pull.
  62.  
  63. Q: Name and define Aristotle's three unities
  64. A: Unity of Place (Keep it centered in the same area), Unity of Action (Actions should be consistent,
  65. and contribute to the plot), Unity of Time (keep it short to maintain relevance)
  66.  
  67. Q: Name five ways to keep exposition from interfering with action
  68. A: Keep it brief, get to the point, reserve it for cutscenes, stick it in gameplay sequences, and break it up
  69.  
  70. Q: Give two examples of revealing character through action
  71. A: Their physical activity by responding to action, and decisionmaking
  72.  
  73. Q: Name eight useful rules a mentor can fill
  74. A: Backstory, story hints, game hints, memory jogger, training, quests, support, and rewards
  75.  
  76. Q: Name six tools useful when sketching minor characters
  77. A: recognizable character types, turns of phrase or accent, lcosthes, distinct attitudes & opinions
  78.  
  79. Q: Translate and define Deus Ex Machina
  80. A: God from the machine, when a divine action pushes the plot forward arbitrarily
  81.  
  82. Q: Define the fourth wall
  83. A: The barrier between the audience and the players that is not to be crossed(In games, the camera)
  84.  
  85. Q: Name the seven things reappearing characters add
  86. A: A sense of mobility, a chance to characterize further, advance relationship, foreshadowing, congratulation,
  87. less NPC's to create, a sense of inevitability
  88.  
  89. Q: Define a reversal in drama
  90. A: Turn of events or change in fortune
  91.  
  92. Q: Explain the concept of consistency in a game
  93. A: Everything falls into place when remaining consistent with that style
  94.  
  95. Q: Name two ways to remind players of their progress
  96. A: Journal-type thing, NPC conversations
  97.  
  98. Q: Define character orchestration, and give an example
  99. A: Balance the characters against each other, an example is having a character who is a warrior and a rogue
  100.  
  101. Q: Why are symbols great for games?
  102. A: They are a shortcut to the human heart
  103.  
  104. Q: Versimilitude
  105. A: Close enough to reality, which is the real thing.
  106.  
  107. Q: 6 things that are good about cutscenes
  108. A: They're good for exposition, prerendered, graphics can be richer, produced independently,
  109.  
  110. Q: Define protagonist
  111. A: The main character who pushes the story forward
  112.  
  113. Q: Name the five excuses people give for stereotypes
  114. A: We don't realize they're stereotypes, easy to write, help with time constraints, are more familiar to
  115. players
  116.  
  117. Q: List five bad things about cutscenes
  118. A: They break flow, it makes the characters shift gears, reinforce games not mixing with story, reinforces
  119. that game and story don't mix
  120.  
  121. Q: If we see a child struck by a car are we seeing drama
  122. A: No, because drama is in the interpretation, not the events themselves
  123.  
  124. Q: What are the three major parts of Campbell's hero's story
  125. A: The call to action, the departure, the return
  126.  
  127. Q: Draw a stairway with major character and minor character arcs
  128. A: Yeah whatever.
  129.  
  130. Q: Define Fed-Ex quests
  131. A: Given a task to fetch and return
  132.  
  133. Q: Define emotional memory
  134. A: Recalling events in the past that have caused that emotion
  135.  
  136. Q: Five ways a PC can advance vs an antagonist of equal strength
  137. A: Give the antagonist a tragic flaw, subject to irony of fate, incompetent minions,
  138. continually better weapons, give the player a McGuffin
  139.  
  140. Q: Define pivotal character
  141. A: A character whose actions define and shape the story (sets the story in motion)
  142.  
  143. Q: Draw a grid containing three variables for a matrix quest
  144. A: Character gives item to character
  145.  
  146. Q: The book compares two types of collaboration: orchestra and rock band
  147. A: Conductor has a sole vision, whereas a rockband has many parts that contribute
  148.  
  149. Q: Name three challenges when adapting a character
  150. A: We have to add something new, we can't stray too far from source, and the gameplay
  151. should contribute to the character in mind
  152.  
  153. Q: Name four considerations when finding a style for a story
  154. A: True to the story, makes sense with the medium the best style for the story
  155.  
  156. Q: List nine ways from the book to categorize quests
  157. A: Overall complexity or difficulty, unique components, ease of execution, repeatability, single or multiplayer, usefulness in storytelling and character, effect on the world, value of effort versus
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