Abstract
The overall rhythmic structure of an interactive experience creates a moving trajectory that through anticipation pulls our present and future attention ever onwards. It creates a journey over time, as composer Bree van Reyk puts it. Crafting the rhythmic structure of this journey is now our focus in this chapter. We look at the way rhythmic structures can work to unify an experience and outline practical techniques that creative practitioners can use to help map and conceptualise the overall rhythmic flow of a work. Then we focus on techniques for designing the structural dynamics of a rhythm. Many of these structural dynamics are also articulated by game designers Patrick Cook and Ilija Melentijevic , whose interview introduces this chapter. These two designers work for the Australian company SMG Studio where they have designed games for mobile, tablet, console and desktop. In their interview Patrick Cook and Ilija Melentijevic describe the structural rhythms of small-screen casual games and longer-form big-screen games. They speak about respecting players’ investment of time in a game and staying true to the patterns of expectation that a game promises its players. As they point out, this respect is something that must also be given to the inherent momentum of the game form itself. Balancing out the dynamics of the trajectory of an interactive experience while providing multiple ways that rhythmic possibilities can combine and develop, is one of the fundamental design tasks we face as designers of interactive rhythmic structures .
Banal music raises common anticipations then immediately satisfies them with obvious resolutions…Well-written music takes its good time satisfying anticipations. It teases, repeatedly instigating an anticipation and hinting at its satisfaction, sometimes swooping toward a resolution only to hold back with a false cadence. (Jourdain 1997, p. 319)
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
aciddose (2007) Nonstandard notation systems [Online forum comment]. https://www.kvraudio.com/forum/viewtopic.php?f=99&t=167600. Accessed 16 Oct 2017
Burrows J (2010) A choreographer’s Handbook. Routledge, London; New York
Capcom (2003) Viewtiful Joe. Video game. GameCube, PlayStation. Capcom, Japan
Jourdain R (1997) Music, the brain, and ecstasy: how music captures our imagination. Harper Collins, USA
Juul J (2010) In search of lost time: on game goals and failure costs. In: Fifth international conference on the foundations of digital games, pp 86–91. https://doi.org/10.1145/1822348.1822360
Levitin DJ (2006) This is your brain on music: the science of a human obsession. Dutton, New York
Mirza-Babaei P, Nacke L (2013) Storyboarding for games user research. Gamasutra. https://www.gamasutra.com/view/feature/186514/storyboardin. Accessed 11 Apr 2013
Nutt C (2012) Hanging in Limbo. Gamasutra. http://gamasutra.com/view/feature/162457/hanging_in_limbo.php. Accessed 9 July 2013
Pearlman K (2009) Cutting rhythms: shaping the film edit. Focal Press, Elsevier, Burlington
Playdead (2010) Limbo. Video game. PC, Playstation, Xbox, IOS, Android. Playdead, Denmark; Microsoft Game Studios, USA
Schell J (2008) The art of game design: a book of lenses. Morgan Kaufmann; Oxford; Elsevier Science, San Francisco
SMG Studio (2014) One More Line. Video game. PC, IOS, Android. SMG Studio, Australia
SMG Studio (2016a) Thumb Drift. Video game. IOS, Android. SMG Studio, Australia
SMG Studio (2016b) One More Bounce. Video game. IOS, Android. SMG Studio, Australia
SMG Studio (2017) Death Squared. Video game. Xbox, PlayStation, Nintendo Switch. SMG Studio, Australia
Squire KD (2005) Educating the fighter: buttonmashing, seeing, being. On the Horizon 13(2):75–88. https://doi.org/10.1108/10748120510608106
Souza L (2011) How to transform the minds of clients. Smashing Magazine. https://www.smashingmagazine.com/2011/12/effective-user-research-transforming-minds-of-clients/. Accessed 11 Apr 2013
Thomsen M (2010) How Limbo Came To Life: behind the scenes with the breakout Xbox Live Arcade game that took six years to make. IGN Australia. http://au.ign.com/articles/2010/09/14/how-limbo-came-to-life. Accessed 9 July 2013
Totten C (2014) An architectural approach to level design. CRC Press, Taylor and Francis, New York
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Costello, B.M. (2018). Crafting Trajectories. In: Rhythm, Play and Interaction Design. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-67850-4_8
Download citation
DOI: https://doi.org/10.1007/978-3-319-67850-4_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-67848-1
Online ISBN: 978-3-319-67850-4
eBook Packages: Computer ScienceComputer Science (R0)