###### tags: `BA2` `GD`
Game Design BA2 - Game as a means of expression - 2020-06-17
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## Gameplay Reaction
* Stimuli Feedback <-> Action Controls
* Now, a panel of intention, Real life benefits, emotions, learning, messages... Conveied by games
## Emotion / Intention
![Uploading file..._5yruug8o8]()
* Convey Value, Emotions
* Unique Emotions
* Paper Please
* The Graveyard
* The stakes of real life experience

## Assignment: Adaptation, Not Story-based game

* Adventure game is a good adaptation

* Role, tools, way to act
* Nature of the elements I should impact on
* What is the system behind the story world / book / the original medium
* What is the intentions in term of emotion, messages, tone, atmosphere, meaning
* Formal narrative representation to "taste" as the source

* Example: scoobydoo game
* Example: Dune
* Only focus on a small part of the original book
* Example: King Kung

1. Focus on the emotion of the story: survival, power of nature, fear
2. When you are Kung, you are the opposite of it, having the power of nature
* Merge that in the game mechanics
* Dominated by nature vs Dominating nature
* Methodology for adaptation
* Get the intention
* What the film, book, medium try to convey?
* Value conflict?
* Emotion Spectrum?
* Atmosphere, Tone?
* What is it trying to simulate?
* an age? a fantasy world
* Player Role
* What the player does
* What the characters do?
* Nature of the conflicts?
* Recurrently resolve conflicts?
* How the narrative world react to?
* What's the biggest risk / challenge?
* What means a failure state in the game?
* How the characters change?
* Good example: 80 Days
* Chose route
* Discover routes
* Buy / Sell / Bank
* Explore, Text Choices
* Take care of master Fileas
* Manage inventory
* ...
* Not just story:
