Artwork #4: Experience

daydream

Artist’s Statement

I have always had the habit of daydreaming random made up fantasy scenarios, to the point I would consider those made up scenarios a small part of my identity. Therefore I wanted to create an experience where this process is visualised. daydream is a text and image based narrative adventure game/visual story aimed to recreate this experience. The game is made up of a series of unrelated short stories/scenarios that the player jumps between randomly. It is slow paced, has no ending, with the “goal” being to simply experience the stories.

Some aspects of daydream can be considered to be appropriation, as a significant amount of my daydream scenarios are heavily influenced by the media I consume, especially in the emotions they made me feel, and the immersion I felt while reading/watching/playing/listening into those made up fantastic worlds and the stories that happen within them. These influences are reflected in both the writing and artwork, where I included small bits of paraphrased lyrics and titles of my favorite songs; and that my art style is very draws heavy inspiration from backgrounds and scenery of anime and movies made by Studio Ghibli, Kyoto Animation and Shinkai Makoto. Of course, my creative inspirations is only part of the game, the main theme I’m trying to capture here is my creative process: jumping to and from very different ideas, trying to capture them before they slip my mind. I also tried to vaguely depict some of my artistic frustrations and general regrets in some of the stories, as well as my hopes to growth as an artist.

One more thing I tried to convey with daydream through the writing and artwork is a general atmosphere or “vibe” of peace, calmness and tranquility, both as a personal preference of storytelling, but also to create break from the chaotic and extremely fast paced real world with this game. Additionally, I also wanted to convey a sense of slight sense of somberness and melancholy in most of the short stories, but also to instill a concrete ambience of hope, in a “brighter days are ahead” kind of way. I think I did this both because of my narrative preference, but also because I feel like the real world has been harsh and depressing, but media and creative outlets such as creating art offers an escape and makes me feel healed. While I am unsure if I can get these feelings across with the game, as it is quite possible for players to feel bored given the slow pacing of the game, I do still think daydream can resonate with certain players.

Finally, I want to present a lyric from a song by my favorite artist: Get Your Wish by Porter Robinson

The work that stirred your soul
You can make for someone else

I hope daydream and the other games and artwork I will make in the future can inspire others to create art, just like how I was inspired to daydream, to create worlds and tell stories of my own.

Documentation

Sample gameplay video:

Credits and Game Download

Game engine: Twine 2

Writing and artwork: made by yours truly

Download here, extract and open the HTML file to play

“Childhood”

Overview

‘Childhood’ is a short abstract game in which you play as a small green dot collecting other, smaller red dots. The controls are as minimal as it gets- simply move your mouse to drive the green dot agonizingly slowly towards each dot with no real purpose or goal aside from collecting dots to earn points. At the top of the screen is a clock that starts at zero and counts up as you play, giving the impression that the game simply never ends. The twist? ‘Childhood’ does end, but it takes seventy-five years of real time to complete (that is, if you were to play it normally.) After a few minutes, you are introduced to the main mechanic- you have the ability to hold the spacebar and fast forward time. Doing so allows you to see the game develop into something different as the hours, days, and years fly by in a matter of seconds. Slowly your objective morphs from simply ‘collect dots’ and becomes increasingly complex and hectic. It’s up to the player to decide how long they want to play each section of the game, or if they’d like to skip it almost entirely and see the next section. 

Artist’s Statement

This game began as a simple, and probably very relatable, thought that I had- “I really miss being a kid. Things were so simple back then.” Becoming an adult is pretty fun, don’t get me wrong, but when you stop and think about how easy and fun your life was as a little kid compared to the stress and responsibilities of college life- homework, job search, finances, etc… It seems like that period in time is almost idyllic. The funny thing, of course, is that when you are living that part of your life, you pretty much want nothing more than to grow up as fast as possible. Each new age seems like a milestone, something to ‘conquer’ and be treated more like a grown-up. From this juxtaposition the idea took shape- life is like a game that seems boring while you play it, but in retrospect, you wish you had stopped and enjoyed those ‘boring’ moments more than you really did. Presentation-wise, I took inspiration from Art Games such as “The Marriage,” which sought to represent the concept of cooperation and role within a marriage using abstract visual art and simple gameplay. I found this to be very effective in bringing my own idea to life- wanting to use things like the size of the player and their movement speed to imply things about the different stages in a person’s life. 

If you’re reading this, I think you should really just play the game before I spoil everything- but I’ll go ahead and explain my thought process behind some of the mechanics/design choices and what they were meant to represent. The clock, of course, is a human lifespan (that is, the average American lifespan is about 75 years.) I thought it would be really interesting to be able to experience an entire life on ‘fast forward,’ watching them slowly get bigger (grow up), get faster (have more energy and drive), before finally regressing (getting old) and coming to a complete stop at the end of their life. The various stages were meant to increase in complexity, and despite being more ‘engaging’ than the gameplay at the very start (which represents a person’s childhood), will quickly grow overwhelming and impossible to manage during the final stages in which you are effectively forced to lose all your points. 

Thoughts

I’m mostly very happy with how it turned out- I think the visuals and sound design were especially good. I think if I had had more time, I would have liked to improve the gameplay progression a bit more to push the ‘overwhelming’ feeling I was going for towards the end of the game. What I have now is successful, but I think that it still feels more monotonous than it does stressful in the final stages and I could have improved that design. 

Tools/Assets used:

  • Unity Engine/Visual Studio w/ C# language
  • Aseprite (UI graphics)
  • dafont.com (game font)
  • freesound.org (BG music & sound effects, all were creative commons 0)

Download on Itch.io:

https://ragefordragons.itch.io/childhood

(You will need to use the password GAME1850 to access the page.)

A Long Respite

Artist’s Statement:

I got the initial idea for this project by looking at what it meant to be an artgame. After reading John Sharp’s, “Works of Game” I was inspired by his description of an artgame game. I understood that artgames use the innate properties of games like interactivity, player goals, and game mechanics to create expressive play experiences that explore metaphysical questions around life, ethics, and aspects of the human condition. Unlike normal games, the systems in artgames tend to model ideas and concepts rather than phenomena from the physical and social world. This concept spoke to me because I have long been critical of the way the current gaming landscape tries to force an experience onto its players. Many modern games explain every single thing from every control to every facet of their narrative. I wanted to get away from that by creating an artgame that centered its interactivity, player goals, and game mechanics to give the player an experience that I found lacking in the modern gaming landscape. I believe that the modern gaming landscape lacks many games that try to get the player to experience a narrative without the use of any words. Even in the case where games do create a narrative without words they often rely on out-of-game descriptions, cutscenes, or endings to show the player that there is a deep narrative present. I wanted to get away from all of that and present the player with an experience and environment that has no given explanation. It’s up to the player to discover everything, end when they want, and interpret the game in their way.

This project relates to a few of the artgames discussed in the readings. One of the games that relates is “The Marriage” by Rod Humble. “The Marriage” does not explain its mechanics, message, or narrative to the player and instead leaves it up to the player to discover and interpret for themselves. The mechanics themselves are simple yet the combination of the mechanics and how the squares react are what make the game so interesting to play. The readings also stated that it was unlikely that people would come out of the game with the message that the creator intended. This game is similar to what I wanted to do with my game because I want the player to experience the game without being told what to do. If they come out of the experience with a different meaning than what I intended that is perfectly fine and even encouraged by me because it will make conversations about my game more interesting. My game also attempts to use its subtle mechanics to help paint a narrative. The game also relates to “Papers, Please” because it has a very stylized art style and ends when you want it to end.

A lot of the other influence and intention is explained in the “Documentation / Process” section below.

 

Documentation / Process:

This section will spoil a lot of the intent behind the game so I would only read this part if you do not want to experience the game in the way it was intended to be experienced. After I decided on how I wanted to convey my narrative, I then wanted to figure out what I wanted my narrative to be. I decided that I wanted to have my narrative be about a fallen samurai because I had Japanese history and the game “Okami” on my mind at the time. I didn’t want to tell a sad story though, instead, I wanted my narrative to be whimsical and use VFX and audio as well as a well-crafted level to tell its story. This along with inspiration from the Xenoblade Chronicles series gave me a start on what I wanted the level to look like. Xenoblade Chronicles 1 and 2 both feature ethereal, majestic trees that I wanted to try to replicate. I thought that a magical-looking sakura tree would be the perfect place to bury a samurai. Furthermore, a well-respected and battle-tested samurai would likely want to be buried in a peaceful spot where they could be one with nature. This helped me settle on the island surrounded by water and helped me pick the sounds that I wanted to incorporate. I added wave noises that increase in volume as you approach the water as well as the song “Satorl Marsh (Night)” from the Xenoblade Chronicles Definitive Edition soundtrack. I felt that this song would be the perfect choice for the game as it strikes an immaculate balance between Zen and whimsy. The song is one of my favorites and often makes me more in tune with my emotions like I hoped it would for the player. This song choice also helped inform my next decision which was to add a day and night cycle. I wanted to make it feel like even though you were dead the world kept moving, time kept moving. The area of Satorl Marsh (where the song is from) is also extremely interesting as it is unassuming during the day, but at night the trees start to glow, ether starts to float into the atmosphere, and the music gets intense. Using this inspiration I created the ether particles that move into the air to capture the sense of whimsy and beauty that area had. These visual effects also make the island feel spiritual in a way like the tree and particles make the island seem like a place where spirits would want to rest. This idea informed a lot of the decisions related to my mechanics. The spiritual feel of the island made me want to make the player character the spirit of the dead samurai who was chained to this island after their death. To accomplish this I started by creating a movement system with low-gravity physics. This was in an attempt to make you feel floaty like a ghost or spirit. I also added a very high jump/float if you press/hold the space bar to increase this feeling. Additionally, I removed the player’s shadow and made them be able to walk through the sword and tree showing that they do not have a physical form. Despite all of this, I still felt like it would be hard to tell who you were. To fix this, I made it so that particles of a humanoid figure follow where you were at night. This makes it so that the player is rewarded for looking around and that you can see that something ghostly is going on. Lastly, to accomplish the feeling of being chained to the island, I wanted to make it so that the farther away you got from the katana the slower you would move. Nothing is stopping you from moving far away, but it is clear that the island wants you to rest in peace.

Through playtesting, I learned that the tree trunk and the grass were distracting from the overall Zen and carefully crafted feel of the level, so I tried my best to improve them. I also learned that players had extremely different interpretations of what was happening, ranging from “the island is pretty” to “I liked that I was a ghost samurai.” I think the thing that I heard that made me feel like this was successful was when a playtester told me that they enjoyed that they had to think through the game and they liked that nothing was told to them.

Links:

 

Art vs War

Background:

In 1916, exiled Zurich artists such as Hugo Barr, Amy Hennings, Tristan Tzara, Hans Arp, Richard Husenbeck, and Sophie Thorber formed a literary society in the local Hotel Voltaire, where they expressed their distaste for the war and the values that spawned it, through discussions of artistic topics and performances.

Requirements: 4-5 players, Dice

Basic rules

Description: This is a board game that requires 4 players. Each player represents a side, they are Military, Workers, Merchants, and Artists. Each side will have 20 million population. If a player’s population is eliminated that means its side is out of the game. If there is more player, they will automatically be civilian side.

Basic Rules: Roll the dice to decide who to start with, with the order of players after that going clockwise.

There will be four identity cards representing the different powers on the field, and each person draws one at random after it is disrupted face down. After that, you will receive your population, and each player will have a total of 1 card with a population of 10 Million, 1 card with a population of 5 Million, and 5 cards with a population of 1 Million. Players will need to place these population cards face down in random combinations around the identity cards to avoid being seen by other players. Players can trade resources with each other (consensual) or money (players can use money to buy other goods and the person they are trading with can’t refuse), or attack (artists can’t attack).

Warmonger: This is a power ruled by war-mongers who are passionate about selling nuclear weapons or using them to bomb other countries. In the game, warmongers will bring their nuke at the start of their turn, and automatically get one every 3 turns thereafter. Nukes can be traded and used to attack other countries, but only once every two turns. Nukes can be traded and can be used to attack other countries, but only every two turns. two ore and one money can also be spent to actively build nukes. warmonger needs to actively eliminate at least two forces to win.

Merchant: merchants have a great deal of wealth, and they oppress their workers and win through various means. Merchants have six money cards at the start of their turn and gain two money cards every turn thereafter. Money cards can be used to force the purchase of nukes, artwork, and ore. However, only one type of material can be purchased from a single player per turn. The merchant must eliminate the worker force himself to win, and if the worker force is eliminated, the merchant loses his solo victory and has the option of joining the artists in the fight against the warmonger.

Worker: Workers who are hard at work mining ore, and who resent the oppression of the merchants and rebel against them. At the start of their turn, workers have three Ore cards. Every two turns thereafter, the worker mines two Ore Cards. Ore cards can be traded for nukes. They cannot be actively sold but can be purchased by any other player. The worker wins by actively eliminating the trader, and if the trader is eliminated by the warmonger, the worker has the option of surrendering or joining the artist’s side.

Artists: Artists are a group of peace-loving idealists who fight against the warmongers by creating artwork that can’t be attacked by nukes wherever it exists, and the Artists come with two pieces of artwork to start with. Artists get one artwork every 3 turns, and artwork can be sold or purchased by the player. Artworks can be placed on any of the player’s Population cards to protect against a nuke attack, but they cannot be stacked on the same Population card, and a maximum of two Artworks can be used on the field at the same time. Extra artwork can only be stored and not placed on Population cards. The Artist wins if the warmonger is eliminated, but the Artist cannot use or buy nukes.

Special condition: When there is a fifth player or more on the field they are automatically in the civilian camp. Civilians cannot create any resources, open with 10 million population, and can generate a new 1 million population each turn. Population can also be traded for resources or bought and sold. However, civilians must not have a minimum population of less than 3 million or they will be considered eliminated. Civilians can choose one of the four camps at the beginning of the round, but this choice cannot be made known to anyone else. If the chosen camp wins, the civilians win together. If the chosen camp is eliminated, the civilians have another chance to roll the dice and decide on a number. If the result is the same as the dice roll, the civilian camp will inherit the abilities and victory conditions of the chosen camp, but not the population or resources, and will lose the civilian camp’s original abilities. If it does not succeed then it will be eliminated together.

When one phases out another side, that side will inherit the abilities of the phased-out side, provided that civilians have not replaced the original side

  • Price list:
    1 Ore = 2 Money
    1 Artwork = 3 money
    1 Nuke = four money
    1million population = 6 money
  • Resource Exchange
    3 Ore can be exchanged for 1 Nuke
    1 artwork for 2 ores
    6 million people for a nuke
    4 million people for a work of art
    3 million people for a mineral card.
    Two million people for one money.

Playtest:

I realize that when a set of rules is set up, it works in theory. But when implemented in reality it can be so irrational and unworkable. I got a lot of different feedback from players, so after playtest I improved the rules and added new ways to play.

artist statement:
I started out creating this game originally when I learned about Dadaism and the story behind it in class this semester. I was inspired by the work of many artists against the war, such as George Grosse’s Metropolis. I was drawn to these anti-war pieces and was intrigued by the way they satirized war. I believe that people should live in peace with each other, eliminate prejudices, and cooperate. This is an idea that many Dada artists want to convey.
When I realized that there are still many people in the world suffering from war I decided to make a card game related to war. Because the game allows players to engage in real competition, it has a different advantage than just artwork.
My game contains four camps, they are the warmonger, the merchant, the worker, and the artist. Reflecting some groups in the real world, they check and balance each other, but can’t live without each other. Each camp has its purpose to achieve. But I designed the warmonger to be more powerful because this is the cruelty of modern war, the one who owns the weapon has the real power of speech. The artist camp, on the other hand, represents many peace-loving idealists who may be fighting back hard but can’t change anything. But the fact that paintings can be traded in the game is also my way of satirizing the use of art as a money-making machine by certain artists. I hope that when players play my game, they can feel the cruelty of war, and the feeling of powerlessness when facing a really powerful opponent. At the same time, it can draw attention to and reflect on war. Of course, in addition to these core ideas, I also hope that players can bring in characters and win the game through their own decisions and thinking.

Sources: some icons are from “thenounproject.com”

 

 

 

 

Crochet B.A.E.

Crochet B.A.E. 

https://drive.google.com/file/d/12rLYtuGo78Jmjoj_wcLFQ2vNbm3plz3i/view?usp=sharing

Please click the link to see my deliverable.

Want to know how to crochet your hair or someone else’s hair? Well, look no further. Even if crochet is something taboo to you, today you learn something new. Firstly, I was inspired to create this game through listening to the appropriation lectures where I was introduced to how Dada artists were influenced by various African art like masks and Congolese statutes. This gave me a sense of familiarity because I grew up in a home where African pride and art were normal so seeing how my culture was the influence to world-renowned artists came as a nice surprise for me. I also loved the Afro-futurist section where I was reminded of today’s African-American artists like Sun Ra, Janelle Monae, and Angela Basset, and their contribution to what we now know today as African-American art. These in conjunction with the Games As Art lecture inspired me to create Crochet Before Anyone Else or Crochet B.A.E. for short. A tabletop game where one can learn how to create while also making a collage with easy onboarding and limited materials. I really enjoyed the process of creating this piece as well as the time that went into figuring out what would be a good representation of all that I learned in the semester. Crochet is something that is so integral to how I grew up; put simply Black hair has always been something that was important to me. I was taught to maintain my hair in order to feel good about myself and have adopted many hairstyles that I cycle through whenever I do my hair or get my hair done. In using weave as a medium, I felt this sense of “ah-ha” like something I do normally could be art if I just make it art. This expression I feel is underrepresented in games as I have not encountered a game with 3a-4c hair (curl patterns). And when I do it is mostly just a brown skin girl or boy with straight hair. This game board is the best game I have made and I say that because it is not only backed by many lectures on appropriation, score, intervention, and experience but also my personal life and an action that so many people in my culture have participated in. Crocheting is personal for the one doing it as well as the person getting it done. On the one hand, if you are crocheting into your own head you will feel the sensation many Black people feel which is their arms hurting from having it up so much. On the other, if you’re the one getting it done, there is this connection that is built with your hair stylist, one that leaves you feeling better about your appearance afterward.

It’s been real y’all. Happy crocheting!!

BTW: I did not mention this in the tutorial but we use a simple knot when tying the hair so that it is easy to take out when the client is ready for their hair to be taken out. Using a complex knot would mean you would have to cut the hair to take it out which can cause problems because people have new-growth or just hair that has grown and it can be hard to distinguish which is their natural hair and which is the crochet hair. xoxo

Conversion Protocol

The Game: https://alliumonion.itch.io/conversion-protocol

I came into the creation of this game with a simple premise: to create a game in which the player is given an entirely auditory experience. Nothing in the way of any visuals. Absolutely zilch when it game to information transmitted by sight. In a medium so heavily dependent on visual communication, just as humans are beholden to both the powers and limitations of their sight in reality, this results in a significant shift in the way in which the player approaches the game. Having to rely so entirely on the ear to receive information from the game encourages the player to focus their attention on the only information given to them—the sound.

In making this game I encountered a multitude of setbacks which required me to reduce my scope; thankfully, I was prudent when I set out on this project and developed my game in such a manner that I was able to easily reduce scope without damaging the overall experience. My approach for the game’s content utilized my sound design skills, including the array of effects on the voice heard throughout the game. I would have liked to expand much more on the initial premise of this game, but was significantly hampered by life events occurring at the tail end of the semester; however, I am still proud to have managed to encapsulate, what I believe, to be the core concept, experimental mechanic, and narrative experience that I set out to explore. In the creation of this project I also had the opportunity to develop my technical skills, as I worked to make the game run in browser using HTML5. The fruits of my labor can be seen on itch.io using the link above. And I am certain I will expand upon this initial demo of a game in the future.

Documentation:

Indie game “Timber”.

So this is my blogpost for final indie game.

It’s a late submission. Though I still wants to gain some points, so I submitted it.

When I first heard the game engine Twine in our guest lecture, I was very glad and surprised thinking that I like narrative game and Twine is definitely one possible engine for me. But then I saw the professor of our guess lecture introducing her game of all these English and word plays, and I though, well, I can’t do that. At least I need some pictures or animations, I couldn’t just rely on a not-mother tongue language to introduce my story. Then I browsed through tutorial videos of Twine but didn’t see any specific animation guidance, or I believed that it could be done but may requires tons of coding and programming, some skill that I don’t possess.

With that said, I look for other engines and that’s when I saw Renpy. I saw that people used it to make Galgames which is great, I like the mechanism of galgame, so I downloaded it and started learning it. Coding in Renpy is quite simple, even me who didn’t know what indentation is before this project can code a crude game.

So I found my best friend Bella, cheerfully told her that I have a game and wants her to draw some pictures for it. By then I still don’t have any clear idea about the plot, but I told Bella that there will be a good ending when the protagonist broke the glass window and jumped out a building, mocking the scientist, saying “you couldn’t trap me anyway.” I told her that I want her to draw a villain, could be anyone as long as they looks evil.

Bella is great. Just to say this so that you know that she’s great. She quickly brought me the drawing of a “crazy scientist”, which is later used as the image of the player. She also drew Fiona. Though I “sewed” it with Novelai(an Ai drawing engine, its drawings not copyright protected)’s drawing, just so you know.

It is with Bella’s picture I thought out the plot.

There’s this evil scientist, incubated Timber and Fiona because his father died in the factory due to an accident, and he, believing that this problem just couldn’t be solved by upgrading the machines, dedicated himself to create furry creatures to work and replace the manual workers, in this way, humanity won’t be hurt.

These furry could not talk. Nor could they run as fast as human. Their genes are organized by the scientist that they are smart enough to work on the assembly line, but is not strong enough to escape.

But you know, that human aren’t human because they can talk or can stand stable.

One good ending is that Timber broke the glass window, and the other one will be that Timber murdered “You”. In both ending Timber kept its hated spirit and followed its cruel heart as an wolf. Which is great. This reflected my personality when I was young. I was “borned as an ingrateful and hateful child”. When I saw my father mistreating my mother I wanted to kill him. Though my mother said no because she love me and wants me to have a bright future. And later I converted Christianity, so I gave up the murdering idea. Oh, plus my mother loved her family members, every of them, and can sacrifice everything for them.

Some said that it’s very ungrateful to kill one’s parent. But isn’t it very selfish to not hate one’s father who do wrong things only because he’s your father and feed you?

There will be the third ending, which isn’t finished yet but, it’s a bad ending. In my script it’s label as “weak”. But it’s not weakness in muscles, its weakness in Timber’s heart. This ending could be achieved if you treated Timber nice enough to the point that he is puzzled. That he don’t know whether he should kill ‘You’(who did wrong things) or not, for you taught it how to understand language and feed it.

The protagonist, Timber, a wolf furry, is prototyped from timber wolf. This is because I like the muddy and dirty look of Timber wolves.

The link of a video record of me reaching one ending is attached. Though the audio of it is a little bit cracked.

In the future the game will be updated, and, yes I’ll create a Chinese version for my friend Bella and just to say again that Bella is great.

https://clipchamp.com/watch/rkrw3DPnsFV

 

Togetherness

For my final project, I wants to create a game that explores the complexities of human relationships. The game will include both positive and negative aspects of relationships, such as happiness and conflict, and will require players to navigate these challenges in order to maintain the relationships. The goal is to convey the message that relationships can be difficult, but they are an inevitable part of life and require effort to maintain.

The game goes as followed: tie two people together by any string. Have one person in the front and one person in the back. The person in the back will have a blindfold on (the game works best on a tiled floor). Have another person direct the person in front by telling them which tile to step to (front, diagonal, side to side). The person in the back has to mirror the person in front by stepping to the correct tile in the back of the person in front. If the person in the back steps to the wrong square, they must be notified and told to step to the correct tile. The game also works best when the person in the back has headphones on so they cannot hear footsteps.

My game was inspired by Linda Montano and Tehching Hsieh, who were known for their performance art piece in which they were connected by a rope for over a year, doing every move together. Their work influenced me because of the strong connection they maintained and the range of emotions they experienced. In my game, I want to capture this sense of connectedness and openness to all emotions and themes, like Linda and Tehching’s piece.

Another inspiration comes from the Dada movement. “According to critical consensus, Dada represented youthful provocation, an adolescent destructiveness that (for those favorably inclined) should clear the way for a new intellectual engagement with art and the world at large (349).” This quote suggests that the Dada movement, which was known for its provocative and destructive nature, was seen by some as a necessary step towards a more intellectual engagement with art and the world. My game explores this destructive nature by showing the hardships of relationships inside the world.

The fluxus movement was also a big inspiration to my game. “Fluxus’s goal is to teach us to experience the world for ourselves, ” in the same way” (Maciunas’s words) that we experience art (Baas 8)”. This quote suggests that the goal of the Fluxus movement was to encourage people to experience the world in the same way that they experience art. According to this perspective, the movement sought to blur the line between art and everyday life, encouraging people to be more present and engaged in the world around them. This interpretation highlights the participatory and experiential nature of Fluxus, as well as its emphasis on individual experience and perception. This engagementreflects that we must stay calm and accept the changes in relationships we face in life.

Follow the Line

Game Overview

Follow the Line is a short minimalist art game where the player is tasked with a simple goal: to follow the line in front of them. Players will have to jump through platforms, avoid obstacles, and persist through unexpected divergences in order to follow this line.
Players will find that, upon reaching a certain point in the game, their path will repeat. This will continue to repeat until the player chooses to quit the game after a ‘Game Over,’ after which they will win the game.

Controls:
WASD to move
Spacebar to jump
Mouse to select UI options

Link to web-embed of game: https://cmnu.itch.io/follow-the-line
(Play in fullscreen mode for the best experience)

Artist’s Statement

I created this game with two main sources of inspiration in mind: another art game I’ve played in the past, Every day the same dream, and my own experiences with the education system growing up.
Every day the same dream is a game that takes place in a grayscale world that features the player’s avatar going through the same day over and over again, following the same routine each time: waking up, commuting to work, and then working in a cubicle for the rest of the day. Throughout the game, the player can choose to do various activities to interrupt this routine, such as going to work in their underwear, ditching their car on the way to work and reconnecting with nature, or visiting a graveyard with a homeless person. I won’t spoil the rest of the game here if you are interested in playing. The game takes between 10 and 20 minutes on average to complete and it is able to pack a lot of messages within this relatively short playtime.

When this project was assigned to us, I knew immediately that I wanted to do something similar to Every day the same dream, as it is one of my favorite art games. I took the cyclical nature of its gameplay loop and applied it to my own life with a similar cyclical experience that I paid a lot of attention to during my time in high school.

At that time, a lot of my life felt like it was going on a predetermined “path to success” that adults in my family would repeat to me ad infinitum, that many other children also hear: get good grades in school, go to a good college/university, get a good job. This was repeated as far back as I can remember, and every level of school felt like it all played back into this “path to success.” For example, at least in my own experiences, getting good grades in elementary school means getting put in harder programs in middle school which means getting put in an honors program in high school which makes a stronger college resume which makes for a stronger work resume. As an at-the-time 16ish year old, over half of my life at that point was about meeting goal points along this path, and reaching a goal just meant I was on-track to meet the next one. There was a time where I felt like this endless cycle would never be over. Obviously this cycle does eventually reach an end, as I am set to finally graduate next semester, but I wanted to create a game that captures this feeling that I used to have.

From this experience and with inspiration from Every day the same dream, I created this game, Follow the Line. Similar to my own childhood experiences, the player is tasked with simply following this line, or the “path.” Even through obstacles, the player must continue to follow this line. The player, in certain sections, is punished for moving off of this line. If the player ever falls off the line, they need to move forward anyway to get back on that line. At the end of it all, upon reaching what the player thinks is the end of the line, the line just keeps going and going. The mechanics of this line reflects those feelings I had in high school of feeling like I was repeating the same things over and over again for a goal that felt so far out of sight.

The win-state for this game is simply, upon getting a ‘Game Over,’ i.e. falling off the map, choosing to quit the game. This represents the idea of moving off of this path and creating one’s own ideal path forward in life, something that I was able to do through pursuing game development as a career (granted, it still fits along that “path to success,” but it was my choice to stay on it.) This isn’t to say that this “path to success” is objectively a wrong one, as there are really no wrong paths, but I wanted this game to reward going off of the intended path. Everyone has the right to choose what their path forward is, and while people can make suggestions about what that path can look like, no one should be able to make the choice of what path to follow besides the person following it.

Links

Game Controls

Use the mouse to move

Click to use items

Artist Statement

This game was inspired by RPG games from the early 2000s. Another major source of inspiration was White Chess by Yoko Ono. Once again taking the concept of who is considered heroes and villains and exploring how approaching these concepts from a different point of view will affect gameplay, the player’s experience, and the overall end goal of the game.

The player is spawned in Zelda Village and presented with the challenge of finding all the runes to save their family. During this journey, the player will run into several characters who are not described as friends or foes. It is completely up to the player’s discretion who they determine to be viable or allies or enemies. Although there is a set goal, which is to find all the Runes. This goal can be achieved through multiple routes and it is all up to the player. This relates to how relationships in real life work, and making certain characters in the game allies will affect your chances of developing bonds with others. In the end who you associate has its consequences. For example allying with a certain character can cause another character to be hostile towards you. In this sense not only is the player faced with how each character presents themselves when making a decision but also how this decision will also affect their relationship with other characters. In such a situation the player can either choose to stick with their judgement of the character solely based on their actions and what they said, or be swayed by the opinions of others about the character. This is similar to the way these situations pan out in the real world.

Although this is the current state of the game, I would hope to be able to expand it from a simple RPG to an MMORPG. Which would then have players interacting with not only NPCs but other players as well. This would still maintain the element of choosing which people to ally with or battle. To expand on this concept, there can even be “beef” between guilds, which would then mean that simply joining a guild could either create a whole set of new allies or enemies, and even in this situation players can decide whether or not they want to  align themselves with their guild in terms of the people that they associate themselves with or not.