Kirjoitus & suunnittelu

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Larp – Intensity thumb

Kirjoittaja: Simo Järvelä

A hand sign based system for signaling desired intensity levels among players in larps, v01

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Designing Against Experiential Uncertainty

Kirjoittaja: Simo Järvelä

“Fundamentally all larp design is experience design. Every larp tool, traditional and experimental, is a way to impact the players’ experience in a certain manner. Characters, plots, genre definitions, meta-techniques, props, and special effects: all are there only to guide the subjective experiences of participants to chosen directions.
Emotions and feelings are a large part of that experience, and many would say the primary reason why they larp in the first place. Larp can be exciting, fun, touching, and hilarious, but also sad, scary, boring, or disgusting. All these feelings are contextualized within the fictive framework during and after the game and can be building blocks of what we call a good larp experience. However, there is one feeling that is detrimental to all other feelings and nearly impossible to contextualize as fiction: uncertainty.”

Järvelä, S. (2016). Designing Against Experiential Uncertainty. In Larp Realia: Analysis, Design, and Discussions of Nordic Larp (eds. Särkijärvi, J., Loponen, M., & Kangas, K.). Ropecon ry.

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