Search

Design To Game

Tag

Top10

Notes for Narrative

JobSketch1.png

JobSketch2.png

JobSketch3.png

GreytonOverview.png

CharacterCycle.png

LottieDay1.png

LottieDay2.png

LottieDay3.png

 

DayFlwoChart.png

HorizontalFlwoChart.png

Chart2.png

Notes1.png

 

Matrix Crossed with 1984

LottieDay4.png

LottieDay5.png

LottieDay6.png

LottieDay7.png

LottieDay8.png

 

JoeDay1.png

JoeDay2.png

JoeDay3.png

 

Game Genre

I’m thinking of making the game for the IPad or mobile device with my target audience being  female 25-44 years old.

infographic20iab

ukie.org.uk/research

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:

  1. Year Walk
  2. Device 6
  3. Sword and Sorcery

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.

map

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 100 Ideas

82

  1. Blackwater + Grey Tribe
  2. The grey tribe is seen as people of light when they are in the black water
  3. The Grey Tribe are carriers of the black water

83

  1. Grease + Grey Tribe
  2. They can’t walk – so slide everywhere using grease
  3. The grease makes them grey

84

  1. Moaning + Grey Tribe
  2. The more you moan the greyer you become
  3. A wailing wind indicates that the grey tribe is coming

85

  1. Blink + Grey Tribe
  2. When you close your eyes you see the world in grey
  3. You can only see the grey tribe after you have blinked
  4. The more you blink the more there are
  5. The more you blink the greyer you become.

86

  1. Channel + Grey Tribe
  2. They can telepathically move grey material
  3. They create channels as they live in the shadows

87

  1. Bleed + Grey Tribe
  2. All attached to the same blood (energy) source
  3. Move through grey puddles

88

  1. Bump + Grey Tribe
  2. Fist Bump to change colour

89

  1. Observe + Grey Tribe
  2. Homeless People
  3. Wind

90

  1. Rot + Grey Tribe
  2. Mushrooms growing on the tribe makes them appear grey
  3. They collect all the rubbish and help it to rot, to create new life
  4. Snow is evil

91

  1. Drain + Grey Tribe
  2. Shadows drain your energy
  3. You can move through drains

92

  1. Consumer + Grey Tribe
  2. A blob absorbs darkness and grows bigger
  3. Hovers up darkness…

Grey Tribe Non-Linear

Looking at different ideas that a short interactive story about the grey tribe could include.
72

Grey Tribe + Time Changes as you move between levels of an office block.

74

Character: IT Specialist

http://commuteblog.co.uk/

Office Job:

http://www.londonjobs.co.uk/

(Random number between 1-17) = 14

Skilled Trade – (1-14) = 7

Steel Fixer… no jobs in area

2nd Choice: Engineer -> Config. Change management

Job Vacancy Control Lead

JobSearch1 - Copy

JobSearch2 - CopyJobSearch3

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.

Manager: Dave

dave

Team Lead: Sarah

http://commuteblog.co.uk/

Intern: Harry

Writing the Story:
75 76 77 78 79 80 81

I then put the structure into Twinery:

TwineGreyTribe

GreyTribeTwineLarge

Twinery File prototype 

Non-Linear Fiction

Useful Links:

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 – Standard Patterns in Choose Your Own Adventure (06.11.2015)

WordPress – Thoughts on Games Design and Narrative (06.11.2015)

https://heterogenoustasks.wordpress.com/2012/04/04/cyoa-structure-millennial-snark/

https://heterogenoustasks.wordpress.com/2012/04/04/cyoa-structure-millennial-snark/

https://heterogenoustasks.wordpress.com/2011/08/10/cyoa-structures-more-packard/

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.

Link (06.11.2015)

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.

Link (06.11.2015)

Website with CYOA:

Story Nexus

Solaium

Grey Commuting Tribe

Combining:

+Screen Shot 2015-10-27 at 14.22.37

Commuters are a tribe of grey people

Sketch4

Sketch3

Sketch1

Sketch2

SPR_B63_T3015102715230_0001

The Individual can have colour before it joins the crowd

SPR_B63_T3015102715220_0001

Sketchcolour

Skech3

Invisible Lines

LotusBlosomAnim

Find out more: http://thoughtegg.com/lotus-blossom-creative-technique/

List of all the words:

Wall, Morals,Defence, Quantum, Laws, Planets, Rainbow, Shadow, Ying/Yang, Borders, Rules,Gravity, Atoms, Day/Night, Good/Evil, Warning Signs, Proffesional, Sea/Land/Sky, Science, Chaos, Maths, Inside/Outside, Candle, Grey, Religion, Appearance, Environment, Boundaries, Physics, Light/Dark, Wealth, Poverty, Material, Home, Family, Cultures, Money, Banks, Gold, Law/Justice, Clothes, Heritage, Family/Relationships, Puppets, Crowds, Barter, Buisness, Charity, Parents, Children, Mafia, String, Control, Theatre, Momentum, Purpose, Pack, Friends, Governed, Facade, Event, Together, Royalty, Emotions, Pets, Punch&Judy, Surveillance, Power, Lots, People, Tribe.

Put in to word cloud:

LotusCloud

Looking at Moral Walls:

67

Grey + Tribe

68

Gravity + Pets

69

Rainbow + Momentum

70

Quantum + Appearance

71

Quantum Appearance of brick windows:

WallsAnim

High Rise

Exaggerated Buildings, sky scrapers or high rise, where they are hugely taller than any other buildings in the area.

Gulf Sunset

Fish Bowl Lens exaggerates the hight of top buildings

Bellevue Towers Two

Jagged Edges

Skyscrapers in Frankfurt, Germany

Square against Blue

36

Skyscrapers in KLCC

Low Angle exaggerates hights

City Landscapes

Panorama: Tokyo City, Japan

Skyline like teeth

Merry Christmas from Toronto

Grids and circuit boards

Angular Structures

"Unorthodox" Fuji TV Building, Tokyo, Japan

Looking Up

43
Blue Sky – Negative Space

Toronto Skyscraper

41
Pattern from building

Reflections of straight lines

TUNNELING UP TO THE HEAVEN

Distorted straight lines

Financial District Skyscrapers

Concrete Steps

Concrete Jungles

 Concrete

Intersecting Lines

la forestière : clichy sous bois

Peeling Paint

béton armé

Grey, Straight, Tall

Animation
Feels like you’re being swallowed whole by the never ending concrete which towers over you.

case départ

Mass Squares

Ghetto’s or Slums

Heygate Estate

Grey Laundery
Concrete Windows
34
Trapped and Caged by Concret
Corner Square Concrete

Prague Trip

I then visited the Kafka Museum…

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

This made me look at Prague through a different set of eyes, I had felt the imposing-ness of Prague before, so it wasn’t hard to see it as a cage with invisible boundaries.

Conclusions and moving forwards:

29

30

31

Textures of Cobbles and Walls

Create a free website or blog at WordPress.com.

Up ↑