Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
2. Who’s this guy?
Vincenzo Santalucia
10+ years’ experience in Digital Contents Design.
Visual Design
Art Direction and Graphic design
for e-learning, publishing
industry, entertainment, applied
games
Interaction Design
Heuristic evaluations, UI/UX
design and development for
mobile apps, softwares, games,
web sites
Game Design
Core System design, level
design, game based learning,
fluff-free gamification
5. Brief
Re-engage users in the story
thanks to
1. A new opportunity to
immerse in the story world
2. A new way to interact with
the contents
6. Relationship with the series
• The game arises from the series but is engaging as a game
• The game takes advantage from the popular contents of the
series
• The game doesn't contradict the series in any way
• The game hermetically reveals something from the next series in
advance
7. Fantasy
I want to immerse in a extraordinary world
Narrative
I want to unveil an exciting story
Challenge
I will be rewarded for overcoming obstacles
Core Aesthetic
8. And since it’s a game:
The game asks the player to take
meaningful choices which imply a
dilemma and have integrated
consequences
9. And since it’s a story driven game:
Story and gameplay of the game don't
contradict each other but are different
ways to communicate the same idea
12. • It creates a disconnection between
the player and his avatar
• It compromises the suspension of
disbelief
• It bring the player to lose interest in
the story
Where is the problem?
13. • You want for your player the
best narrative experience
• You want the player feeling
free to take choices
• You cannot directly control the
player intentions
Why in games it’s harder
14. There is some technique to deal with the issue…
Commit to killing artificial rules Bring meta-elements to a diegetic level
15. And some solution which I don’t prefer
Suspend agency in key moments Pretend the player won’t care
17. Risks of starting from story
Falling in an extensive approach
There are so many verbs in a story; how many of
them will become game mechanics?
Losing focus on player agency
Things must happen, no matter player preferences.
Will the player perceive to have control?
Losing design resilience
When the development will be in late, cutting things
will be quite harder
21. Game Theme
Loyalty vs
Selfishness
The game is about ambition and the
being part of a group. Both
Gameplay and story provide a
conflict for the player as she goes in
each of the two directions.
22. What is the series about?
Drama arises from the relation
between the main characters,
which share the same interior
conflict:
• They must be unattached,
arrogant, brutal and ruthless
(the world goes this way)
• They are (still) human beings
with feelings and desires
23. From the player perspective
By showing their weaknesses or lingering on
moments of humanity, the camera gives to
the audience the opportunity to bond with the
main characters.
Those moment are actually rewards for the
player which is constantly looking for
humanity.
24. How is the conflict staged in the game?
We must spoil the
gameplay a bit…
25. Game Concept
SUBURRA - THE SERIES GAME
An adventure/detective game which puts you in the role of Aureliano, Spadino
e Lele on the trail of a suitcase stolen to the vatican and asks you to choose
between loyalty and personal profit.
27. Unity of purpose
For the player to feel the sense of
progression he must advance toward a
clear, desiderable goal. So, the playable
characters mush share a common interest.
The series' episodes in which Spadino,
Aureliano and Lele are more bonded by
unity of purpose are the 5 to 7.
Ep 5-7 are also the
ones with more
“reward” scene
28. Hero’s journey
In the series:
Can't find my place > I rule the world
(from inadequate to overcoming father)
In the game:
I'm part of a team > I come first
(from comprimary to leading role)
29. ACT 1 - SETUP ACT 2 - CONFRONTATION ACT 3 - RESOLUTION
Chapter 1
Main actions: talk, explore
Main message: Find the searched-thing to get the
reward-1
Main clue: Start searching from here
Meeting: sharing mandatory
Chapter 3
Main actions: fight
Main message: This is your enemy
Main clue: You should look down there
Meeting: Sharing is quite useful
Chapter 6
Main actions: talk, fight
Main message: searched-thing is more precious than
you thought
Dilemma:
A. Go on with the plan for reward-1
B. Run alone for reward-2
If A:
Ending1: Clan-mates blame you for something and
keep for them most of Reward-1
If B:
Main clue: Here's how to get reward-2
Chapter 4
Main actions: explore
Main message: Get ready for the battle
Main clue: Searched-thing is there
Meeting: Sharing demanded, probable quarrel
Chapter 2
Main actions: explore, fight
Main message: This is the trail
Main clue: You should look for this
Meeting: Sharing is very useful
Chapter 5
Main actions: fight
Main Message: is union in strength?
Main clue: here is the searched-thing
Meeting: Sharing demanded, quarrel is sure
Chapter 7
Main actions: fight, talk
Main message: Betraying was the best thing to do
Ending 2: You get reward-2. Clan-mates will never
know
Story Structure
30. At the end of every chapter you’re invited to a meeting
with your clanmates.
At the meeting you will be asked to share information
and items you found. You can decide to:
● Share all the items: All your items will be
redistributed.
You’ll get a poor result.
● Don’t share anything: You tell to clanmates you
didn’t find anything at all.
You won’t able to switch character in the next level.
The meeting rule
32. Narrative Level
If I'm loyal, I’ll get the "lame" ending
If I'm selfish, I can't switch player
Gameplay Level
If I alway share, I’ll be poorly equipped
If I never share, I'll be killed by clanmates
Theme and conflict
33. AR Mechanics
The player can hide in his real room an
item from the character's inventory and
reducing the disadvantages coming from
a "share" choice.
BUT
The item can be found from any other
player of the game: you might try to cheat
and be cheated yourself!
Working for resonance
38. Hero’s journey
1 Call to Adventure: AC got a chance to get money
2 Refusal: AC at home, feeling far from the goal
3 Meeting with the Mentor - Crossing the threshold:
AC finds a trail to follow
4 Tests, Allies and Enemies: AC talks, menaces,
punches npc. AC gets from a clanmate the information
to progress.
5 Approach: AC encounter his enemy and has the first
tough fight. He gets closer to the suitcase and gets a
gun.
6 Ordeal: AC and clanmates are involved in a shooting
and defeat their enemies.
7 Reward: AC find the suitcase. Crisis in the clan.
8 Road Back:
[1] AC decide to return the suitcase and share the
money with clanmates
[2] AC decides he'll claim a bigger reward.
9 Resurrection:
[1] AC is hurt but alive. He got almost no profit and he
decide next time he'll care of himself first
[2] AC is hurt but gets a large profit.
10 Return with the Elisir:
[2] AC is happy for succeeding to exploit the situation.
He knows he wont have problem to hide the truth.
Notes de l'éditeur
Tomb Rider: in cutscene si vede Lara super dispiaciuta per il cerco – subito dopo puoi sbloccare una skill -> guadagna XP per frugare corpi animali
È un problema grave se narrativa è core aesthetic
Sospensione incredulità – esempi firma per terreni, scassinare porte
Achiev - gunpoint
Migliore esperienza narrativa implica una curva di interesse abbastanza precisa – meglio se guidato
Esempio: gioco di corsa, sorpasso all’ultimo momento
ICO – Niente barra salute, niente particolari mosse di attacco (evitare che giocatori si concentri sul combattimento)
Firewatch – il sistema di navigazione non introduce un livello di separazione tra giocatore e gioco – esempio in Suburra SMS per meeting
Abbassi la tensione proprio dove dovrebbe essere più alta -> rovini l’esperienza
Lasci passare idea che in un gioco storia e gameplay siano aspetti separati e giudicabili a parte (es. film Storia / Regia )
Nella serie personaggi hanno imperativo morale di autorealizzazione..
I personaggi sono in fuga da una morale crudele. Cercano un posto e sanno che devono trovarlo all’interno di quel mondo.
Sanno che devono essere feroci, spietati
Non cercano di cambiare le regole.
Giocatore vive lo stesso conflitto.
Quando mi affeziono a pg? 1. Gli succede qualcosa di ingiusto (compassione) 2. Fa qualcosa di umano (simpatia)
lealtà - tornaconto
Come viene vestito il tema? Per arrivarci dobbiamo svelare qualcosa
Ogni capitolo ha una funzione narrativa (message) e un indizio (gancio per prossimo capitolo)
Punti di interesse e estetiche . Nota che il riferimento non è solo a estetica narrativa e fantasy.
La storia è stata definita inizialmente solo a livello strutturale