Thursday, December 6, 2012

Champlain Blog post 13



While I wasn’t able to attend the workshop on Wednesday due to my job, I was able to read the two readings on the wiki and this is my response to them.
!Q 1. How can Henry Jenkins's idea of "narrative architecture" apply to game design even in games that lack a strong, conventional narrative plot line?
Jenkins talks about how narrative can be told not just through dialogue or narrative or some grand big story, but through gameplay and art itself. This is something I’ve always believed in personally. All parts of the game tell a story in more than one way. Take for example the game Bioshock. The entire world you travel in is the ruined underground utopia that carried philosophical beliefs of Ayn Rand’s Objectivism. You get the feeling that this wonderful, grand city was once something amazing, but now it’s a ruined waste land with insane druggies trying to kill you. The large scale buildings, the advance technology, the big streets and advertisements for wonderful powers and abilities, all speak of the underwater city’s rise and downfall.
Another example would be Fallout, where you have a desolated wasteland that’s been ruined by war. There are radioactive areas, a tower that broadcasts news and information, towns with various people and their own quests. You don’t even need to follow the main story in the game and spend hours exploring the level. Each new area gives new insight to the world around you and the people you interact with will give you a sense of their own backstory and how the towns they live in are like.
Besides art and level design, gameplay is another key element that can be used to tell narrative. Take the game Journey, where your goal is to get to the top of the mountain and you have to rely on help to do so. However, you can’t speak and can only communicate through sound. The single goal of the game is one big tale of how you and another face impossible odds to reach the top of a mountain. That itself is a tale and how you get to the top is the process of how the story unfolds.
Designers can use anything from level design to music to help relay the game’s world, lore, characters, and more. Narrative is not limited to just one means of telling, but in all forms.
Q2 : How might I position either my capstone game concept or one of the concepts to be produced in the spring as part of a larger transmedia enterprise?
Our game I can see being part of a transmedia enterprise, but it might be considered a bit controversial in some aspects. Please keep in mind that as I write this that this is an idea and nothing more and that the issue being brought up is serious and should not be joked upon. I am not an expert in psychology nor the understanding of kidnapping and the damages it can bring up. Again, this is just an idea.
After 9/11, many people went to various therapies that had them watching the towers fall down or just hear the sounds of planes in order to help overcome their fears of what happened that day. It’s been proven to work and similar tests are done, like watching fire for those scared of fire or hearing gunshot for those who have been near shootouts. My idea is something similar
What our game, Pale, could do is be a psychological test to help people who have been kidnapped or stalked by strangers, and are attempting to face their fears. Being surrounded in a lone place with only one way out while trying to avoid possible danger is something that can help people open up to what happen and face the reality of that feeling. Granted, there doesn’t need to be a person in the game chasing after them, it could just be sound effects to give the illusion of the presence. The way the player controls their character in the game could reflect the player/patient’s emotional and physical state of being. Psychologists can use to see how they are reacting, and help them understand their patients more.
The game could be changed by locations, objects, sounds, and more based on each patient’s memories of how the location of where they were kidnapped. In return, they could be placed in other areas to see if it’s the location that they fear more, or the thought of being chased.
Games have been used for psychological treatments before and in the purpose of what Pale gives is the sense of you, the player, in an unknown and possibly dangerous location that you must escape from. It’s a primal fear we all have, but at the same time it can be used to face this fear and discover how to overcome with or come to terms with a scary situation.

Monday, December 3, 2012

Champlain blog post 12

Well, it's time to get transferred to a new team soon. There are a couple I want to work with such as Eeb and Flo, Magnosphere, and maybe Mageball. I just hope I did enough advertising of myself to get noticed by the team. All of the teams have at least one member that knows me well so my odds are increased a bit.

The only main thing I have worry about now is the final core paper I have to do. it's not due for another two weeks or so and I'm going to start on it tonight and work my way towards the finish. It's mainly me talking about how the game I worked on came to be and what are my final thoughts on it. Why did not pass? What could we have done differently? What worked and what didn't. Things like that.

I'll answer some of those questions below:

1. The genesis of the idea for the game: To create a classic horror game that was more geared towards scaring the players with atmosphere and sounds rather then violence and blood.

2. What your game’s genesis taught you about how game concepts originate: That it takes more then just one idea to fuel a concept. There are more steps and factors that have to be thought out before it can even begin.

3. How your game would be received by your target audience: When we tested the game, a lot of people were pleased by how it was more focused on scaring the player and the way we made it caused survival horror fans to compare it to other such games such as Slender.

4. What your game’s arguable appeal suggests about the values at the core of
successful games: That is the little things that need to play out with the overall look that make it stand out from other games.

5. What your work in developing your game’s mechanics and systems has taught
you about this important facet of game development: Simplicity is something that works wonders because it can do so much. We realized that complex mechanics were hindering us so we went with something geared towards simple ideas and concepts. It worked.

6. What the arc of your game’s development has taught you about the nature of
conceptual development and the challenges of collaborative work: That the scope has to start of small in the very beginning. Our biggest weakness is that we started this project thinking too big and it caused us to have to lower our scope late in the game. Designers have to plan out their games as small as possible and then make it grow over time.

There will be more in my finished work, but for now this is just a taste of it.