Ellen Wilde

24 May 2010

Design Docs

Our game started on this page with the words “get” and “belong”. After kicking around the words for a while, we decided we wanted to access the emotion of belonging to a group — originally using owls as the PC that was going to try to belong.

We thought, “How can one belong to a group? What means can you utilize to get a group to accept you?”  Disguises were the answer. Originally we were thinking you can disguise yourself visually, with smell, sound, a potion, or you could distract the group so they don’t notice you’re not one of them. If we had more time we might employ more of these distractions, but for this simple prototype game we went with strictly visual disguise.

In about the second week we decided that a fish would be a good PC.  Fish are very basic. They are visually interesting, but mentally simplistic. Fish (of the schooling variety) depend on belonging to a group for their very existence. They have to be doing exactly what the fish next to them is doing at all times, or they will get eaten.  We made up some fish models, and a long stream for them to swim along. The PC fish has to go through a school and pick the correct disguise quickly or it’s all over.

We talked a while about what the point was. What did you have to “get” in the end?  We thought about making an empty promise.  Cake, or something. How much did “belonging” really benefit you, the player?

Aesthetics was a fairly easy discussion. Caleb and I have similar tastes. We decided to make the fish kind of cutout-esque with realistic textures. At first we were thinking of making the game occur in deep sea, and having dark surroundings and glowing fishes. But then we realized it would be interesting to have a fixed camera in perspective view, with a stream and trees momentarily blocking your view as they pass by.  We also looked at videos of cuttlefish for inspiration on how to change the camouflage… which again fell by the wayside due to time constraints.

29 Mar 2010

another blog

My long-term boyfriend, Bill, and I have started a blog just to post some images of the work we do and write about whatever. Bill is an amazing photographer and excellent writer. I write less and try to post mostly images. Check it!

www.creaturegods.com

17 Feb 2010

Feelies

Right now I’m looking at the Infocom Gallery full of  box art and feelies.  Feelies are the extra content that used to come with interactive fiction games. They served as copy protection or just as sort of extras to make buying the game more interesting as well as create some of that “culture of the game.”

Some of the feelies are essential to solving the game. I’m seeing a lot of decoders of all kinds, and some of the murder mystery games seem to have evidence files, lab documents, and the like.  Many games come with maps which could be very useful.  A good amount of the feelies are in 2D print form, like folders and papers and maps. The more (visually) interesting feelies to me are the 3D ones. For example, the game Deadline comes with some evidence in a plastic bag that is tagged and labeled.

deadline

The game Leather Godess of Phobos (hahaha) comes with 3D glasses. I wonder what those are for? The cover says “with alluring 3D and scent-sational scratch N sniff.” I almost want to play this game just to find out what that entails.

The best feely I have seen thus far is this one from A Hitchhikers Guide to the Galaxy. I’ve never played this game, but I don’t see this feely being very useful, just funny:

I can kind of see feelies being implemented in video games, serving the same purpose they did in IF games. I suppose you could make a puzzle that required a code or some other information that you could only get from a feely. But it doesn’t seem as necessary to have that kind of copy protection for video games today. Also, feelies served as the sole visual element for IFs, which made them pretty interesting for that genre. Since video games are so visual and can incorporate maps and things into the gameplay itself, feelies might seem unimpressive by comparison. The only way feelies might be effective in the video game world is if they were actual objects that weren’t just action figures or collectibles. Even so, if those objects were necessary to solve the game, the internet would definitely have the answers to whatever puzzles you needed to solve, making the feelies not actually necessary.

27 Jan 2010

A Mind Forever Voyaging

When I began to play A Mind Forever Voyaging, I thought it was going to be like other regular IFs. It wasn’t.  I started out with a list of rooms I could enter, so I went to the first one on the list. After I had done whatever I could in that room, I realized I couldn’t remember the names or abbreviations of any other rooms and also couldn’t summon up the list. I was trapped after only 5 minutes in the game. So of course I tried googling the list online, only to discover there are maps and decoders and hints and everything, all in the form of feelies, which came with the game when it was released.

Anyway, eventually I end up in my creator’s office, and he puts me back in simulation mode (in my feelies research I find out I’m really a computer who has been in simulation mode my whole life and I’m just now finding out I’m a machine and not human.) However, I need to enter a code to get into simulation mode. Thank god someone made a chart of the codes that are on that decoder that comes with the game, otherwise I would not be able to advance further.

I’m given a list of things to do, which are everyday things like see a movie, ride the public transportation, talk to a government official. After that I’m dropped into the simulated world, and now the controls are exactly like a normal IF, thankfully.

I have yet to complete all the tasks. I feel like the game allows for as much time as you want to complete everything on the list, then maybe you get other lists. The story for the game is really interesting. It reminds me of The Matrix… meets 1984.. and the Dharma Initiative. Of course I knew more of the story after looking up feelies, which are just really amazing.

an ad!

As you can see, the feelies would really help me out in this game, and are probably essential. One of my tasks is to eat at a restaurant. That ad up there tells me exactly where to go. Included in the feelies is a map, which would help immensely. The pen itself is just cool. I wonder what use it ends up having.

Feelies also offer a great form of copy protection since the game is literally impossible to finish without them, although obviously the internet has defeated the purpose. Still, this game would be so cool to play with the actual objects themselves. They are also great collectors items, and create that culture outside the game.

14 Jan 2010

Blog 3 - “Today I Die”

paintballer:

When first playing Today I Die, I looked at it as another simple game, easy to beat.  Not going to lie, I did have to use the help page.  It is more then just a simple game, it is a challenging interactive piece that makes you think.  There are goals in this game, which is to get to the next level.  To get to these next levels there are different tasks that have to be performed.  It got easier, once reading the first help and then I realized what I had to do each time.  I like that you can interact with all the objects in the level.  Makes it made it interesting to see what I could and couldn’t do in each level.

1.  This game uses linguistics in a way that the player interacts with them.  Where as others use words for subtitles that let the player know what is said.  With this game you actually can click on the them, move them around to wherever he/she would desire.

2.  Other reviewers thought it was a confusing game and not relaying a contextualizing action with feedback.  Others thought it was a bad game because failure conditions should create a learning experience.  Corvus’s solution was that all these designers seem to be operation under the assumption videogames are strictly a goal oriented and contained possibility of failure.  This game only allows for a player to stop playing, everything else is exploration.  This is basically the best things about games.  They are most similar to actual life.  This game you basically die, and start over, don’t learn anything, just begin again.  It makes it more realistic and closer to real life, which is what I like in games.  While all games are fun to play, these types of games are the most intriguing of the bunch.  Before this class and deep thinking into games, I was like these designers and would have agreed with them that this was a boring and bad game.  Now that my eyes are open to this whole world I can see and observe everything.

3.  These reason’s don’t do anything to the status of whether it is a game or not.  This is interactive media, which deep down is the heart of any game.  A player can interact with it to reach some kind of a goal or object.  This one being, the next level, or poem.

4.  The two main mechanics would be that in “Today I Die,” the player interacts with the actual words in the story, as well as the characters.

5.  Our game as of right now would change the game and possibly making it interesting.  The player could interact with other objects in the game.  If a character wanted to move an enemy around so that it would attack a player to make he/she lose points it would help them so they could try to get more points before other players do.  Problems with this though would be how to balance it so that each player would not misuse this object of the game.  It would be rather interesting though to see how it turns out.

-Lucas

I’m gonna have to disagree with you about any interactive media being a game. I wouldn’t consider using a computer or having a conversation a game, or a lot of interactive art is not really a game, per se. But I DO agree that this is indeed a game, even without the failstate. And a meaningful one at that!

14 Jan 2010

hello.

Hello new people from my game design class that I just started following!

9 Dec 2009

oh my heart is aflutter at this gingerbread house.

7 Dec 2009

i love flickr: the commons.

george washington's teeth

2 Dec 2009

just thought you guys might like a little reminder of how awesome the 90s were.

click on my little user icon to watch

30 Nov 2009

The Modern Prometheus

When I started thinking about a Frankenstein game based on the book itself rather than pop culture’s representation of “Frankenstein”, I first started with some differences between the two.  In pop culture, the monster is evil from the get-go, and is completely unintelligible and inhuman. Dr. Frankenstein is a crazy mad scientist, who is highly intelligent but insolent. The focus is completely on sensationalizing the monster. In the book, the monster starts off innocent, but soon turns evil because he is not accepted by humans. The monster is also able to speak clearly and intelligently.  Frankenstein is just a naive young student carrying out an experiment. He is less crazy, and more unfortunate.

A game based on the book would need to capture the same feel that the book has.  It is creepy, but it starts out with experiments for which the intentions are innocent enough. The game could possibly start out with the player character searching for knowledge in some form or another.  The “knowledge” could be represented by some kind of symbol, like books or letters (letters/writing seem to play a large role in the novel.)  Maybe there is a point at which you discover too much knowledge, or too many secrets of life, and an imbalance is then apparent. But in order to progress through the game, you must hit this point. It may seem like you are failing (monster comes to life, but have you gone too far? oh no, he has not been accepted by anyone and is flying into a rage!) but this is actually what you should be doing game-wise.  As in the IF Dead Like Ants, you must die to win.

It would be great to be able to play with the perspective of the player character.  If you could play as Frankenstein, the monster, and Walton (the letters of whom tell the story of Frankenstein) there could be a really interesting dynamic.  Walton would be told the story by Frankenstein on the tundra.  You would be playing him imagining the story from his perspective.  In the end, Walton decides to stop searching for the North Pole because he saw the consequences of Frankenstein’s pursuit of discovery. Playing as Frankenstein, you gather the information and create the monster (however he was created), but end up performing none of the responsibilities of a “parent” or creator, slowly creating this ravenous monster who kills all your loved ones. Then you become a monster yourself, following the monster around, attempting to destroy your own creation until eventually it kills you. Playing as the monster, you start out innocent, but cannot handle the rejection and loneliness you must face being a hideous, gigantic, strange form of life. It would be really great if all three (or at least Frankenstein’s and the monster’s) perspectives became more and more similar toward the end of the game. All face loneliness, isolation, and especially Frankenstein and his creation see themselves transforming into bloodthirsty monsters.

The time period could work really well in modern day, and maybe have a little commentary on our continuous quest for knowledge and technology. At what point should we hold back on our scientific endeavors? Although the original old 19th Century England would be cool and classic as well.

I have no idea what platform this manifestation of this game would work for.  Maybe something more ambiguous and vague, like interactive fiction.  The visuals might be difficult to deal with because of the typical portrayal of the monster in pop culture. Or if there were visuals, and they were different from the usual “Frankenstein”, it could be refreshing. And then the player wouldn’t automatically have the stiff-limbed green flat-top sporting character in his/her mind. This is a very jumbled idea at this point, not visually clear yet in my mind. But I think if a game were able to capture the feel of the book, as well as offer a few different viewpoints, it could be a nice revival of Frankenstein in modern day technology.

Please visit the Blog of the Round Table’s main hall for links to the rest of this month’s entries.