Top-down Design Method: The purpose of this thread is to answer the question of what the Top-down Design Method (TDM) is. The short answer to this question is: TDM is an objective-oriented design method, where the design process is organized by a decision hierarchy, in which the most important (high-level) decision are made first, followed by the making of the decisions that depends on those higher level decisions. TDM itself does not dictate what kind of objectives are involved in the highest level. The common objective of a game story design can be stated as, "To create a meaningful game story that compiles with the desired style of gameplay." The following discussion describes a variation of TDM that is subjected to gameplay constraints, and is semantic-oriented. In other words, the following describes the variation in which the meaning of the story is most important. This variation is for the design of stories that are well-written and meaningful. To put the game story in this perspective, the game story can be divided into this decision hierarchy:
Semantic Ideas - The meanings of the overall story is determined. Everything else in the story is determined by these meanings.
Semantic Presentation - A style of presentation is selected to deliver the meanings of the story. The most common form is to show by examples. The general concern at this stage is whether the presentation of the idea is complete in terms of the meanings.
Literal Ideas - The selection of symbols, situations, and settings that are used to realise the presentation of the meanings. The selection of symbols do not need to be traditional, in fact, this is the stage in which one can create new associations between meanings and symbols. Symbols include plot elements. This is the stage in which the endings or a multi-ending story are declared based on their roles in presenting the meaning of the story. At the end of this stage, a plot structure for a multi-scenario story will exist for further elaboration.
Literal Presentation - The decisions on other story elements that are not essential to maintaining the meaning of the story, but are essential for the flow of the story. At this stage, all the plot elements are substantiated. All the "Who what when where why how" questions are answered if they have not been linked to a meaning in the previous stage. This is the process of filling in the gap while the overall structure already exist.
A rough example:Quote:Semantic Idea: "love conquers all" Semantic Presentation: The presentation of this idea will involve the player character overcomming adversities due to love. The adversities will include both physical hardship and mental torment. One of the semantic adversary of love is mistrust and apathy, along with the denial of communication. Therefore, the story will present situations in which the main characters have to combat these opposing forces throughout the story. Literal Ideas: There are many choices of settings that can realise the semantic presentation. The judgement criteria is to preserve a sense of realism. Therefore, a historical setting is chosen. The physical hardship and denail of communication are introduced by a war, mistrust is introduced by an act of treason, and apathy introduced by replacement. Literal Presentation: Based on the literal idea, there are many possible scenarios. The one selected is: You are a female commander who have been fighting along a commander you are in love with. During a battle, your lover seemingly disappeared from the battle field. There were many versions pertaining to the truth, some beleved that he died, some believed that he had joined the enemy force, some believed that he simply gave up and ran away for various reasons. On one hand, you must continue to fight for the cause that you two once shared, on the other hand, you investigate his disappearance through clues from the past and present, from reality and dreams. |
The semantic idea here is rather broad but it was chosen for simplicity. More common objectives and semantic ideas might take the forms:
Quote: Cintura Cafe: This is a game about romance that would provide a relaxing relief to the common game genre involving violent and warfare. In this game, the player will be involved in a collection of touching romantic stories featuring realistic difficulties, emotions, and personalities. The meaning of the story is the deepest emotions can be often be found in ordinary lives. Cryo: This is a romance and mystery game that puts the player in a first person view of a cold case. The player is put in the situation to explore the significances of such cases and the moral implications. The meanings of this story include: Justice has to be served eventhough the victims are long gone; unaccounted faults cause tragedies to repeat; mistakes should not be hidden or forgotten but to be learned from and corrected. Thirteen Tails: This is a game in which the player is put in a situation to question the socially accepted views on moral. The meaning of the story is that true understanding of moral cannot be attained for simply believing or following the culturally accepted definitions. Only be engaging oneself in the contradictions and dilemmas can one get the perspectives to attain a higher understanding of moral. |
Additional discussion on TDM includes how to represent a plot in a scalable model and how to weave together plots in such model to form a structure for multi-scenario stories, so that the decisions the player make are meaningful in terms of the semantic ideas and presentation. In conclusion, the order of questions one would ask while applying TDM is: 1. What do I want to talk about in this story? Why is the topic worthwhile? 2. In terms of the meaning of the story, what do I need to explain and explore to complete the presentation? 3. What kind of symbols can help set the stage for the presentation? 4. What other elements should be chosen to complete the story without distracting the viewer from it? Thoughts, comments, and critisims are welcome.
[Edited by - Estok on December 29, 2004 3:59:52 AM]