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The Inscribed Layer

This document discusses the "Inscribed Layer" of games, which refers to elements that are directly designed and encoded by game developers. It is made up of the inscribed mechanics, aesthetics, narrative, and technology of a game. The inscribed layer defines how players will interact with the game through systems like objectives, rules, and resources. It also encompasses how the game looks, sounds, and feels through visuals, audio, and tactile elements. The inscribed layer provides the encoded experience that players interact with in the dynamic layer during actual play.

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0% found this document useful (0 votes)
82 views28 pages

The Inscribed Layer

This document discusses the "Inscribed Layer" of games, which refers to elements that are directly designed and encoded by game developers. It is made up of the inscribed mechanics, aesthetics, narrative, and technology of a game. The inscribed layer defines how players will interact with the game through systems like objectives, rules, and resources. It also encompasses how the game looks, sounds, and feels through visuals, audio, and tactile elements. The inscribed layer provides the encoded experience that players interact with in the dynamic layer during actual play.

Uploaded by

DRL27
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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THE INSCRIBED LAYER

1
 The Inscribed Layer
 Inscribed Mechanics
 Inscribed Aesthetics
 Inscribed Narrative
– Traditional Dramatics
 Inscribed Technology

2
The Inscribed Layer
 All elements that are directly designed and
encoded by game developers
 Agency and Control
– Completely within the hands of the developers
 The game at rest
– However, a game isn't a game unless someone is
playing it
• Which leads to the Dynamic Layer

 Inscribed elements are encoded experiences


– The designers think of an experience
– They encode this experience into the Inscribed Layer
– Players decode the experience into the Dynamic
Layer

3
The Inscribed Layer

4
The Inscribed Layer
 Mechanics
– Systems that define how the player and game will
interact
– Includes: Player interaction pattern, Objective, Rules,
Resources, Boundaries
 Aesthetics
– How the game looks, sounds, smells, tastes, and
feels
 Technology
– Paper and digital technology that enable gameplay
 Narrative
– Authored premise, characters, and plot

5
Inscribed Mechanics
 The job of a "game designer"
– Board Games
• Board layout
• Rules
• Cards / Dice / Other Randomizers

 Seven Inscribed Mechanics


– Objectives
– Player Relationships
– Rules
– Boundaries
– Resources
– Spaces
– Tables

6
Inscribed Mechanics
 The job
job of
of aa "game
"gamedesigner"
designer"
– Board
Board Games
Games
•• Board
Board layout
layout
•• Rules
Rules
•• Cards
Cards // Dice
Dice/ /Other
OtherRandomizers
Randomizers
 Seven
Seven Inscribed
InscribedMechanics
Mechanics
– Objectives – What are the player's goals?
– Player Relationships – How do players compete &
collaborate?
– Rules – What can and can't players do to achieve
their goals?
– Boundaries – Where are the edges of the game?
– Resources – What holds value in the game?
– Spaces – Where does the game take place?
– Tables – What is the statistical shape of the game?
7
Inscribed Mechanics: Objectives
 More than just the final objective of the game
 Players are constantly weighing several
possible objectives
 Objectives are categorized by:
– Immediacy
• Short-, Mid-, and Long-term Goals

8
Inscribed Mechanics: Objectives
 More than just the final objective of the game
 Players are constantly weighing several
possible objectives
 Objectives are categorized by:
– Immediacy
• Short-, Mid-, and Long-term Goals
– Importance to the player
• The player will not always care about the same things
as the player character
• According to Steam, Skyrim has been one of their most
played games for over two years, but only 32.2% of
players have finished the main storyline. 1 2

 Objectives often conflict with each other


– An element of "interesting decisions"
9
Inscribed Mechanics: Player
Relationships
 In Game Design Workshop, Fullerton lists
seven player interaction patterns
– Single Player vs. Game

– Multiple Individual Players vs. Game

– Cooperative Play

– Player vs. Player

– Multilateral Competition

– Unilateral Competition

– Team Competition

10
Inscribed Mechanics: Player
Relationships
 Player relationships and roles are defined by
objectives
– Each player has several conflicting, layered
objectives
 Player roles in the game include
– Protagonist: Player attempting to conquer the game
– Competitor: Player trying to conquer other players
– Collaborator: Player working with other players
– Citizen: Player in the same game as other players but
not working with or against them
 Each player in a multilateral game can play all
of these roles at different times relative to
other players.

11
Inscribed Mechanics: Rules
 Rules limit players' actions
 In paper games, rules are the designer's most
direct inscription of her vision of the game
 In digital games, the programming code can be
seen as the inscription of the rules of the
game
 Rules can be explicit or implicit
– Explicit: Roll the die and advance the number of
spaces shown
– Implicit: Don't lie about the number shown on the die

12
Inscribed Mechanics: Boundaries
 Define the edges of the space and time in
which the game takes place
 Within the boundaries, game resources have
value, and the rules must be followed
 Boundaries are the edge of the "Magic Circle"
 Alternative Reality Games (ARGs) work by
perforating the boundary of the magic circle.

13
Inscribed Mechanics: Resources
 Things that have value in the game
 Two types:
– Assets: Actual objects in the game
• Link's equipment in The Legend of Zelda
• Houses, hotels, and property in Monopoly
– Attributes: Numbers representing value in the game
• Health
• Amount of air left when swimming under water
• Experience

14
Inscribed Mechanics: Spaces
 Navigable spaces in the game
– Both the board in board games and levels in digital
games
 Things to consider when designing spaces:
– The purpose of the space
• Why does it exist?
• Why is it important to the player?
– Flow of movement
• Can the player move through the space easily?
– Landmarks
• Does the player have landmarks to help her orient herself?
– Experiences
• Does the space offer the player interesting experiences?
– Objectives
• Does the space contain short-, medium-, and long-term
objectives?
15
Inscribed Mechanics: Tables
 Tables are grids of game information
– Used extensively for game balance
 Tables have several purposes, including:
– Probability
• Tables can determine probability in very specific
circumstances
– A table could show the relative offensive and defensive
strength of two armies based on the terrain that they
inhabit (e.g., Advanced Wars)
– Progression
• Tables often hold information about how players
abilities increase and change as their player level
increases (e.g., Dungeons and Dragons)
– Playtest Data
• Tables are used extensively in game testing to record
information about the game test and the player's
reaction to the game
16
Inscribed Aesthetics
 Aesthetics are the elements perceived by the
player's five senses
 Inscribed Aesthetics are those created and
inscribed by the developers of the game
 These include
– Visual Art
– Sound and Music
– Tactile Elements
– Scented Elements
– Taste(?)

17
Inscribed Aesthetics: Vision
 Game developers put a tremendous amount of
effort into their visual aesthetic
 Game graphics have improved tremendously
over the last 25 years
 Not just character models and texturing
 Also includes
– Box art
– Advertising
– Font choice
– Game website
 All of these must have a consistent visual
aesthetic
18
Inscribed Aesthetics: Hearing
 Audio quality has also improved tremendously
over the last 25 years
 Various platforms have different audio
capabilities
– Console and PC audio is very, very high quality
– Mobile game audio is often never heard
• Background noise vs. Small speaker size
• Owners often mute mobile devices
 Various types ofImmediacy
Audio Type audio are good
Bestfor
For different things:
Sound Effects Immediate Alerting the player
Conveying simple information
Music Medium Setting the mood
Dialogue Medium / long Conveying complex information
19
Inscribed Aesthetics: Touch
 Paper Games
– The tactile sensation of holding game pieces
• Do they feel high-quality or cheap?
• Will they last over time or fall apart?
– 3D printing offers new, exciting possibilities for
paper game pieces
 Digital Games
– The tactile sensation of using the game controller
• Many adults have difficulty playing a Nintendo DS for
extended periods of time
• The motions required to play games can also cause
player stress (e.g., "controller thumb")
• Controller rumble feedback is a designed, inscribed
touch sensation

20
Inscribed Narrative
 The dramatic elements of a game that have been
designed and inscribed by the game developers
 Four Components
– Premise: The world in which the story takes place
• The story's narrative basis
• Example: "A long time ago in a galaxy far, far away"
– Setting: The details of the space in which the story takes
place
• Example: A moisture farm on the desert planet, Tatooine.
– Character: The people featured in the story
• All stories are about people, and the best are about people
whom we care about and who are affected and changed by
the story
– Plot: The sequence of events that take place in the story
• Character + Objective + Obstacles = Drama

 Based in traditional dramatics


21
Traditional Dramatics
 Dramatics have been studied for thousands of
years
 Gustav Freytag's Five-Act Structure

22
Traditional Dramatics
 Syd Field's Three-Act Structure

23
Inscribed Narrative
 Differences between interactive and linear
narratives
– Plot vs. Free Will
• Linear narrative relies on a prescribed plot
• Interactive narrative can allow the player free will
– But free will can be expensive and difficult to accommodate
• Methods of allowing limited free will in games
– Limited possibilities - The player is presented with only a few
possibilities to choose from, granting some choice
– Optional linear side quests - This gives the player the option to
choose which of the side quests she wants to experience while
still giving her a single, linear main quest. Some side quests can
be mutually-exclusive, giving weight to the choice of side quest.
– Foreshadow multiple possibilities - Foreshadowing works in linear
narrative because the author knows what will happen. In
interactive narrative, many things can be foreshadowed subtly,
and hopefully only those that actually happen will be noticed by
the player.
– Develop minor NPCs into major ones - If the player fights a number
of minor NPCs, let the last one get away and turn into a nemesis
for the player. This is most often used in pen and paper roleplaying
games.
24
Inscribed Narrative
 Differences between interactive and linear
narratives
– Empathetic Character vs. Avatar
• In linear narratives, the viewer/reader is expected to
empathize with the main character
• In interactive narrative, the player is the main
character, to some extent
• In a game like Tomb Raider or Halo, the main character
has her own personality that the player takes on like a
role.
• In a game like World of Warcraft or Skyrim, the player
can choose the kind of character that she wants to be,
and the game will respect her decision
– The in-game character is an avatar of the player

25
Inscribed Narrative
 Purposes for Inscribed Dramatics
– Evoking Emotion
• Writers have learned over centuries how to evoke emotion
through narrative
– Motivation and Justification
• Game narrative can give the player a goal and justify her
actions in the game
– Progression and Reward
• Game narrative can act as a measure of progress in the
game
– The progress of the linear game narrative can help a player
understand her amount of progress through the game
• Players are often rewarded by a cutscene at the end of a
level
– Mechanics Reinforcement
• In board games in particular, narrative can help players
remember the rules and understand them (e.g., Up the
River )
26
Inscribed Technology
 The technology designed and inscribed by
developers to enable play of the game
 Paper inscribed technology includes:
– Randomization
• Dice, spinners, and cards
– State Tracking
• Score tracking, tables, and character sheets
– Progression
• The technological design of elements like leveling
tables
• The technology tree in Civilization was a technological
advancement
– Later used for character leveling choices in Diablo II

 Digital inscribed technology is mostly


programming code.
27
 The four elements of the Inscribed Layer
encompass everything that the player receives
when she purchases the game
 The Inscribed Layer is the only layer which the
developers have complete control over
 When players begin to play a game, it moves
into the Dynamic Layer

28

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