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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.

Map

Score:

  1. Draw circles (which start and end at the same point) on a paper
  2. Don’t touch the lines
  3. Start imaging a world with shapes and add icons (modifiable)

Artistic Statement:

The idea was inspired by the process to create game art in Pearce’s “Game as Art”, which was to make the viewers enroll in the game. However, I think about it reversely: what if a player becomes an art viewer? Paper and pen are common tools used by the player to document the process of the game. The recorded information represents the whole adventure of a player. I recalled the memory with my friends when I saw the notes of the game. From then on, I realized that I viewed the notes from a player to a viewer aspect.

I usually search about how programmers achieve the visual effect with only code and basic assets. The logic sometimes is really simple, but nobody has this idea before. It is fun to see how the code runs violently, but everything looks fine on the screen. A map in a game is important but sophisticated to generate. Different developers use many kinds of methods. However, an interesting fact is that most video games with a generated world would like to generate the landscape first, then other content. The whole process is run by the computer with the rules, but I think it can be interesting if I figure out a way to generate a map physically.

In programming logic, everything related to graphs is about points and lines. So, a map is the result of patterned points and lines that seem like a “map” defined by people. Then, the problem is obvious, what kind of patterns make people think the graph is a map? From my research, contour lines are widely used in professional maps. Then, I find the common traits that all lines are circles and they don’t touch each other. With the lines, it is easy to imagine the world and stories. Finally, adding icons on the map for hints. This part can be modified with other rules.

The playtested result shows more than I expected. Different numbers of players can affect the process of the stories (players make their own storylines, and sometimes interact with others). I modified the third part of the score with guidance to help players imagine the contents of the world. The more players to playtest, the less guidance they need.

1 player / lots of guidance

2 players / no guidance

3 players / little guidance

 

 

Jackson Faletra Intervention: Post-Game Interview

Initial Ideas

For my project, I had decided that I wanted to something within a game whose community I considered myself a part of. Unfortunately, I don’t play a ton of online multiplayer games, which limited my options to pretty much just Hearthstone. The other problem with this decision was that Hearthstone does not have a built in chat feature to communicate with your random opponents, you can only chat in-game with people on your friends list. There is a feature that allows you to send a friend request to your most recent opponent, but most people who use that do it to trash talk or harass their opponent after a frustrating game. Thinking about that possible roadblock gave me the idea of creating a scenario with that expected/implied interaction, and flipping it on its head to see what would happen. From there, the Post-Game Interview was born.

The Process

The idea was to add my opponent after a game and, if they accepted, I’d ask a small series of questions about our game: “how long have you been playing today?”, “how much did you enjoy our game?”, and “did you feel we ere evenly matched?”. I wanted to be able to discuss our game in a calm, civilized manner, completely counter to what usually happens in this situation. I felt that this premise was simple enough to be able to do many times, but still be able to create a meaningful interaction. It’s a good thing it was so easy to repeat, because, unsurprisingly, not many of my opponents were willing to participate. Of the 20 or so games I played during this stretch, only 5 of my opponents actually accepted my friend request so that I could actually conduct an interview. The low participation was an interesting, albeit expected, point of data, but I was luckily still able to find out some pretty interesting things from the other data I collected.

Results

Firstly, I was only added back by opponents who had beaten me. This was a bit surprising, as I would’ve guessed that most players would expect a losing opponent to send a friend request with hostile intentions, but these 5 seemed to either not expect that to be my intention, or just not care. Another interesting thing I noticed about these opponents had to do with the in-game emotes. I, and many others who play Hearthstone, usually like to give a friendly Greetings to our opponent at the start of a game, but not all players do this. However, all 5 of my interviewees had returned my Greetings which I found interesting. Finally, from the interview questions themselves, most of these players had only been playing 1 or 2 games so far in this session, and they all ranked pretty highly in their enjoyment of our game and felt we were at least somewhat evenly matched. Overall, I would call this Intervention a success. It was fairly difficult to get participants due to the nature of my idea, but I feel that the people who did participate were given a nice experience in a usually hostile situation, which was really my whole goal. On top of all that, I was also able to collect some interesting data about a game I really enjoy, which was a nice added bonus.

 

One of my interviews

Aaron Cai’s Intervention Project – Squid Game in CS:GO

For my intervention project, I decided to intervene in the game of Counter-Strike: Global Offensive (CS:GO). The game the way it’s normally played is as follows: players face off against each other in two teams of five, fighting with guns and grenades over objectives. I wanted to turn that convention around by constructing games within the game that mirror the games in the popular Netflix show, Squid Game. Squid Game is a Korean drama about people in enormous debt being recruited to play children’s games for eccentric billionaires’ spectacle with the prize being the equivalent of millions of US dollars and the penalty of losing being death. It is an interesting critique on the failures of capitalism. There are three games I appropriated from Squid Game: Red Light Green Light, Marbles, and Squid Game.

Red light Green Light was played in the show with a giant automaton turning its head towards and away from the players while singing a song that translates to red light green light. When it says green light and the head is turned away, the players are free to move. When it says red light and the head is facing the players, players are not allowed to move. The ones who are caught moving are shot. The players have to reach a line near the automaton, which is some distance away from the starting location, within a time limit. Those who do not make it within that time limit are also shot. For my project, I took on the role of the automaton and would turn away from and turn towards the player while saying red light green light correspondingly. The players started with their backs against a wall and their goal was to reach the wall where I was standing. During the testing, I messed up a bunch of times, saying the wrong thing, like green light when I was facing the players or red light when I was facing away. Thankfully, the testing gave me enough practice that I was able to execute my part without a mistake during the actual thing.

Marbles was played in the show by pairing up the players and giving them ten marbles each. They were told to play whatever game they wanted, but one person had to end up with twenty marbles at the end of a certain time limit. The one without any marbles was shot. One pair in the show did this by betting all ten marbles on one game, they threw a marble at a wall, and whoever got it closest to the wall was the winner. For my project I had the players throw decoy grenades at a wall, and whoever got it closest was the winner. The decoy grenade was a good choice because it stayed around on the ground for a while, unlike the other grenades, so we could see where each one landed clearly. I did not have enough players to have them pair up (there were only three left at this stage) so I had them all do it together as a group. The player with the worst throw was shot.

Squid Game was played in the show on a pattern on the ground shaped vaguely like a squid. One player was the defender and one was the attacker. The attacker had to try to get to the head of the squid, and they would win if they were to do so. The defender has to prevent that from happening and try to get the attacker to step outside the squid. If the attacker stepped outside the squid, they would lose and the defender would win. The two contestants were also given knives and it basically devolved into a knife fight to the death. For my project, I had originally wanted to draw the squid on the ground with bullet holes, but the pattern proved too elaborate for the game system, which would erase bullet holes after a certain number of other bullet holes has been created. I would draw it partially and the first couple of bullet holes would start disappearing. So I figured just a knife fight to the death with no boundary restrictions was close enough to the show.

We played my version of Squid Game in Counter-Strike with four players. One player was eliminated from each game, resulting in a winner being determined by the end. Unfortunately, I had an issue with my recording software and my voice was not captured in the videos.

Video clips from the testing: https://youtu.be/pUd11SJNtK0

Video clips from the final iteration: https://youtu.be/_C9at8Deamk

Nickerson’s Score: Release

Imagine a creation, it does not have to be much, but it must be yours…

Now set to work

Build the spawn of your imagination piece by piece

Little by little witness the result of your focus come to life

Finish

Bask in the work’s glory

Realize that it is temporary

And destroy it

When finished, destroy this Score…”

This idea is stemmed from mainly 2 things. I wanted a score that was in itself, enjoyable to complete. It’s an experimental game design class after all, and games are meant to be fun. I wanted the first 5 steps of the score to make the participant connect to their creation. The final part of the score, is inspired by the Matchbook score meant to destroy art. Just burning any old art is one thing, but destroying your own art is a whole different thing. Now, the score here took the form of a goofy Picture + Video, but that’s just because that was the limit of my skillset. I’d find it more interesting if a person was to spend an even longer time on a piece, maybe music, maybe animation. I would love to see someone fall in love with their work, and then brush it aside like it was nothing. Almost like the sand mandalas that Buddhist monks make:

https://www.youtube.com/watch?v=WBrYUlOYK0U&ab_channel=WellcomeCollection

Appropriation show and tell

  I decided to share a meme (at least appropriate for class) that was quite directly an example of appropriation mixing in media from the Spiderman Franchise. The video involved mixing in a few moments from Spiderman 2 movie, taking the famous “Funiculì, Funiculà” which was used in the Spiderman 2 video game when delivering pizzas in the game as a mission. The version of Funiculì, Funiculà that was used was played with an accordion.  It became a very popular meme many years for how derpy the song sounds while played through this instrument. I shall provide the links for each source. I feel memes are the best way to spread information to communicate among one another and by using material we can all relate to or know the references of we can do just that.  

The Main video: https://www.youtube.com/watch?v=lpvT-Fciu-4

Funiculì, Funiculà from spiderman 2: https://www.youtube.com/watch?v=czTksCF6X8Y

JJJ’s Laugh: https://www.youtube.com/watch?v=wFJ6UZ0SkYY

Pizza Time!: https://www.youtube.com/watch?v=TRgdA9_FsXM

Pranav Gopan – Artwork #3 News in Runescape

Something that has always fascinated me is bringing the real world into the digital space. Thanks to the many MMORPGs out there, people can communicate via text or voice chat in different game worlds. Some use communication for strictly game purposes, such as completing tasks or missions. Others enjoy the social aspect of it. In worlds meant for slaying dragons and collecting jewels, you may find parties with players dancing and talking leisurely with one another. And of course, there are those who don’t use communication at all. For my project, I wanted to explore an aspect of communication that isn’t frequently used in video games. In the real world, we learn about what happens outside our homes via the news. It’s important to stay updated, as what happens outside can have a direct impact on our own lives. When we play video games, we immerse ourselves in the game world. Despite the joy that comes, it’s important to stay grounded from time to time.

I created a score that involves the following steps.

  1. Choose an MMORPG.
  2. Enter a game world with a decent amount of players.
  3. Customize your avatar so that it is bright and noticeable.
  4. Open a web browser and load different news sites and fact pages.
  5. Go back to the game world and find other players.
  6. Type out different news headlines and facts around them.
  7. Try to relate the topics to what is happening in the game world.
  8. Wait for a response.

As I mentioned earlier, I wanted to find a way to bring the real world into the digital. This score was how I did so. The MMORPG that I chose was Runescape. For an hour, I traveled to different parts of the game world and encountered various people. My main goal was to spark reactions from other players and possibly carry out conversations. At first, I would stand next to players and type out random news headlines. For example, one headline was, “Trump says Ukraine whistleblower must testify, blasts offer of written answers”. However, I did not get many reactions when I did so. Most people would walk away or not reply at all. After some time, I decided to try a different approach. There is a place in the game world with many cows and I found one player slaying them. I began searching for cow facts on my browser and typed them out on Runescape. After saying, “A cow will chew about 50 times in a minute”, I received my first reply. The other player responded, “Nope”. I wanted to keep speaking, so I typed, “Cows have great senses”. The other player responded, “You can’t tell me what to do your not my moo”. For me, this was a win. Though the conversation was simple, I at least received a reply. I continued my journey to an in-game ore field, where I saw a few players mining. I took this as an opportunity to search for real-life facts about fracking. After describing fracking in the game world, one player replied, “Really? Didn’t know that”. I felt happy at this moment. Mainly, it was because someone learned something new through the score.

From what I observed through this experience, players don’t enjoy listening to the news in game worlds. However, when performing long mundane tasks, such as slaying cows or mining ore, players are interested in listening to relevant facts. I can understand seeing how these tasks take up a decent amount of time and can get pretty tiresome. Having someone there to surprise you with knowledge might make the experience a little better.

Link to gameplay:

https://drive.google.com/open?id=1Mprj5S0Txsr8PJQ9DjQhEu9I06CXQySm