Tuesday 15 May 2012

Character Profile Sheet


Character Profile Sheet


Character Nam: Hiroki

Full Name:  Hiroki Meiyo

Nick Name(s): 


Gender: male

Age:  16

Birthday/year: 


Marital Status: 


Spouse: none

Hair:   spiky/ bit messy.


Eyes:  blue

Origin:   Hiroki was born in England then moved to Japan with his mum when he was 8 years old as he was in danger from the mafia.


Language(s):   English


Height:  6ft

Weight/Body Structure/Distinguishing Marks/Traits:


Ethnicity:         
White British

Parents /Guardians:    Louis Meiyo (dad, mafia boss) Shizuke Meiyo (mum)

Siblings:   single child


Friends/Allies:

Enemies:  other mafia family’s

Beliefs/Religion:   none

Career/Past Careers: 
none


Dreams/Life Goals:    become a pro baseball player and the best mafia boss


Hobbies:    sports like baseball and football. Also kendo

Likes:   sports, women, swords, fighting

Loves: women , swords

Dislikes: people who give up and have no will. Also people who are weak

Loathes:    people who take hostages to get to him                                                      

Fears:  the death of his friends

Strengths: athletic, highly skilled with a sword.

Weaknesses:

Good Qualities:     friendly toward allies protects innocent people

Bad Habits:      
falling asleep in class 


Turn Ons:    women


Turn Offs: 


Talents:      sword and gun skills

Special Skills:   sword, gun and killing


Temperament:

Background: __Hiroki is the son of  Louis Meiyo one of the worlds most powerful mafia bosses. At the age of 8 Hiroki and his mother had to move to japan as they were in danger of being killed or kidnapped. Whilst in japan Hiroki became interested in baseball and aimed to become a professional, also he trained in kendo and became highly skilled. When hiroki turned 15 his mother told him hes farther has gone missing and he will become the new mafia boss of the mafia family (liberta or Kurayami) when he turns 16.










Plot






Assassins target Main character



Mc will have a school life at the same time and still take part in sports and have friends

Main characters friends find out about him and join his mafia


Main character is mafia boss
Main characters mother is dying from an unknown illness
Mc visits her where she tells him about a secret room in there house where he will find out the truth about his father and what to do next.

Mc will go to secret room and find his fathers sword with the information

Mc finds out that his father secretly went in to hiding then let him self be captured to protect his family.


Mc does not show up for school and his friends look for him and find him training with his father’s sword.

Mc tells them to prepare for a war with the other mafia.                 
Mc
Mc fights to find is father and destroy rival mafia families



Main characters mafia will rise up to the top and be feared by the rest

How game designers use story to enhance a player's gameplay experience




In Naruto Shippuden ultimate ninja storm generations text and cutscenes are used as a form of storytelling . this makes it easier to understand the story so the player will understand what is happening and the cutscenes makes the players understand the characters emotions more and this will enhance there gameplay experience.


the story in Naruto is linear as you follow one path and do not make any decisions that change the story line.

there are many game genres like First Person Shooter (FPS), Sports, RPG, Racing and more.
the genre for Naruto is fighting which the aim is to defeat the opponent which enhances the story as the more opponents defeated the further the story progresses. 

in most games the developers use location, conditions, actions and three-act structure to make the story more interesting which will enhance the players gameplay experience.  for example in fable the three-act structure is used really well and greatly enhances the players gameplay experience. also locations have been used well as in different locations different options become available and the locations change depending on the players choices in the game.  


Also in fable emotional themes are used as the main character is trying to get revenge for his family so there is anger and sad emotions but also some happy emotions when the story advances. the game uses  interactivity with triggered events and cutscenes.


game designers make games with a interactive story to make it more interesting for the players for example Skyrim has a  interactive story with character customisation, triggered events, choices and player control. this enhances the players gameplay experiences as they can decided parts of the story which gets them more involved and with character customisation the player will have a character they like.



the story in fable and skyrim are non linear. they both have branching narrative as the decisions you make can change the story and it branches off in to many other decisions. for example when with interactive conversations with npc's can change the way your character is seen by others and how people react to you which could change the story. also there is the choice of being good or evil which will make a big difference to the story, like if you are evil everyone will hate you or towns could get destroyed and lots of people could die. then if you choose good people will love you and you will be known as a hero and towns may be improve and so on.


also some game developers use parallel narrative where you can completed events in any order and different ways but it always ends up with the same ending. a good example for this is the sims as no matter what you do you all ways get the same ending.


another way is open world narrative. in open world the player can encounter different parts of the overall story in any order they choose. for example on mmorpg's like world of warcraft and Aion with the quest system.


Developers also use the hero's journey method which is a 17 step method split into three parts. the first part is the departure, the second part is initiation and the third part is the return.
there are 5 steps in the departure and 6 in initiation and the return.


when game developers are creating a game they use many writing strategies such as storyboarding, brainstorming, planning and free writing. this will ensure their ideas are not forgotten and it will also help give them more ideas and improve them. also with this it is easier to share their ideas with the team working on the game and the programmers will have a better idea with what they are working on.