The meeting commenced with the aim of introducing and launching the "Hero’s Journey" exercise to the participants. The project's initial steps and objectives were discussed, as follows:
The concept of Joseph Campbell's monomyth, also known as the hero's journey, was introduced to the participants. It was explained that Campbell proposed that most great heroes follow this common path in their narratives. An overview of Campbell's stages of the hero's journey was provided.
The introduction of the hero's journey concept served to offer participants a framework for analyzing and understanding the hero's path in storytelling. It set the stage for deeper exploration and analysis of the chosen heroes' narratives.
The activity concluded with participants gaining a foundational understanding of the "Hero’s Journey" and its connection with storytelling and game design and its key elements, including hero selection, heroic qualities, identifying commonalities among heroes, and the introduction of Joseph Campbell's hero's journey.
The participants also engaged in a comprehensive discussion regarding the various sections of game design, which are integral to the GET2ACTION project. The key aspects of the game design process were explored, as follows:
Defining Hero/Protagonist/Antagonist Profiles and Goals/Wishes:
The discussion progressed to the stage of defining the key characters in the game, namely the hero, protagonist, and antagonist. This phase also involved outlining their individual goals and wishes, which would drive the narrative.
The definition of character profiles and their motivations was a crucial step in creating a compelling narrative and gameplay experience. It set the foundation for character-driven storytelling.
Developing the Plot and Conflict Using LOGLINE:
Participants delved into the process of developing the game's plot and conflict. The concept of a "logline" was introduced as a concise and powerful way to summarize the story. This stage aimed to craft a captivating and engaging narrative.
The development of the plot and conflict was a pivotal aspect of game design, as it would determine the storyline's depth and intrigue. The logline served as a tool to distill the essence of the game's narrative.
Determining Challenges for the Hero:
The meeting highlighted the importance of determining the challenges that the hero must overcome throughout the game. These challenges were regarded as obstacles that would add complexity and excitement to the gameplay.
The discussion emphasized that challenges were essential for player engagement and progression, as they would test the hero's abilities and decision-making.
Establishing the Call for Adventure or Catalyst:
The meeting continued with a focus on establishing the "call for adventure" or catalyst that propels the hero into the narrative. This event or trigger was presented as a critical element in the hero's journey.
The call for adventure or catalyst was described as the inciting incident that would set the game's events in motion and motivate the hero to embark on their journey.
Identifying Achievable Rewards:
The meeting concluded by emphasizing the significance of identifying the achievable rewards within the game. These rewards could include anything from in-game accomplishments to character growth or narrative outcomes.
The discussion highlighted that rewards were vital in motivating players and ensuring a satisfying gameplay experience. Rewards could serve as incentives for player engagement and progression.
The discussion on game design concluded with participants gaining a comprehensive understanding of the essential elements of the game development process, from character profiles to plot development and rewards.