Matrix Crossed with 1984
Matrix Crossed with 1984
I’m thinking of making the game for the IPad or mobile device with my target audience being female 25-44 years old.
I wanted to find what kind of mechanics are widely used on tablets, which have a strong narrative:
Games which stood out as styles to use included:
I didn’t think a point and click game could work but this looks really good, and an easy way to weave narrative into an environment.
Like a book made for a tablet device, lots of text and visuals cut into the page, really exploring the possibilities of a digital book. Interact with images to solve problems to continue to the story.
You can scroll the screen and ‘jump’ in and about of foreground background, puzzles are presented. Explore and find people to talk to, map shows you had to move between different sections. See below.
You explore the world from a first person perspective compared to sword and sorcery, but still fundamentally a point and click, but with a very different feel.
Ideas for Game:
4 different characters where you can play through their individual stories in the same environment as you uncover a 5th characters who runs through all 5 stories and you discover more about them. This could work in a perspective like year walk or if it was more text heavy device 6.
Grey Tribe + Time Changes as you move between levels of an office block.
Character: IT Specialist
(Random number between 1-17) = 14
Skilled Trade – (1-14) = 7
Steel Fixer… no jobs in area
2nd Choice: Engineer -> Config. Change management
Change Control – Wikipedia (06.11.2015)
Change control within quality management systems (QMS) and information technology (IT) systems is a formal process used to ensure that changes to a product or system are introduced in a controlled and coordinated manner. It reduces the possibility that unnecessary changes will be introduced to a system without forethought, introducing faults into the system or undoing changes made by other users of software. The goals of a change control procedure usually include minimal disruption to services, reduction in back-out activities, and cost-effective utilization of resources involved in implementing change.
Team Lead: Sarah
I then put the structure into Twinery:
Mibba – features of writing non-linear stories (06.11.2015)
Writers Stack Exchange – helpful techniques (06.11.2015)
WordPress – Starting Writing Interactive Fiction (06.11.2015)
Choice of Games – Wiring Interactive Fiction (06.11.2015)
WordPress – Thoughts on Games Design and Narrative (06.11.2015)
There are essentially two styles of CYOA: a single story that can have many of its details changed, and a thousand-and-one stories that diverge from the same origin point.
So, what attitudes about CYOA do these works share?
CYOA is genre-reliant. All the books take it as read that CYOA is obliged to draw heavily on genre shorthand and stock devices, and that CYOA is — even when written unambiguously for adults — an entertaining, fun form that should indulge its audience, mostly giving them things that they expect and want. There’s something to be said for this, since a given CYOA thread will have a lot less space to establish things, even at the relatively high verbosity of Mistakes or the choose your destiny series.
CYOA is about a rich and varied field of possibility. CYOA is about a hundred different stories, not one story that can have some of its episodes changed around. I’ve characterised this before as the ‘naive view’ of CYOA, the one you adopt if you’ve only just learned what CYOA is and have been contracted to write a dozen of them. Still, I think that the time-cave design is a much more appealing model for stateless CYOA than the tightly-pruned branches that commercial publishers drifted towards. (I also think that this is a good argument for considering stateless and state-tracking CYOA as separate forms.)
Failure is part of the fun. The two classic attitudes to losing endings in CYOA, particularly in publishing-machine works, are 1) it’s there to create challenge, or 2) it’s discouraging and distressing, so you should have as few as possible. All these books (perhaps Night a little less so) present failure as entertaining, interesting, something that enriches the piece. They have somewhat different attitudes about how failure should be used, how central a feature of CYOA it should be, and what it stands for; but they’re all agreed that it’s important.
Summary from Link (06.11.2015)
The bigger a CYOA, the more of it is unseen if there are no merges; merges become more important. Merging is hard to do: you need to plan your structure around it, particularly if you don’t want arbitrary ‘you walk down a tunnel’ connections. And merging makes the past irrelevant unless you include state-tracking: larger games have more motivation to track states and more opportunities to use them.
Website with CYOA:
Exaggerated Buildings, sky scrapers or high rise, where they are hugely taller than any other buildings in the area.
Fish Bowl Lens exaggerates the hight of top buildings
Square against Blue
Low Angle exaggerates hights
Skyline like teeth
Grids and circuit boards
Reflections of straight lines
Distorted straight lines
Grey, Straight, Tall
Ghetto’s or Slums