#ardn518 - Formal Statements
Contextual
Our interactive experience is a narrative-focused ‘game’ about regret. Because of this, we gained inspiration from other designers and game creators, etc. such as Telltale games and how they're story-oriented and engage their players/audience through narrative experiences, with additional gameplay where the choices made by the players affects the overall experience of the player and possible endings. Others such as You Left Me, Until Dawn, and Life Is Strange were previously made products that were inspirations for me and possibly the others too due to its likelihood to Telltale, where they’re story-driven, and either explored the butterfly effect where even the smallest choice could have an alternatively large consequence, or different endings could occur based on the decisions of the player.
Our game experience, our project matters because it is an interactive experience which allows for conversation and reflection over the regrets that some people may have, because some people may connect with the regrets of the characters within the game, or through this game, it will provoke the players to think about their own regrets. It’s so that players can help others find their regrets and help them to accept their mistakes and either forget, and move on, or realise that despite all efforts, you can’t save or help everybody. There’s is also an educational factor in our game, as it allows for players some insight on how to or not to deal with situations like those within the game.
Reflective
The outcome of my group’s work was a short Unity based game which is focused around the idea and theme of regret, which could be explored through player interactions with characters through dialogue choices.
My contribution to my group mates for Carriage was solely the character design and making for the game sprites. But aside from this, I also searched for information about colour theory and shape theory.
Essentially, the game consists of a main character who is on a purgatory train. As he travels through the different train carriages, he meets and interacts with a series of characters, where there is a chance to either discover and help the characters to let go or accept their regret, or to simply be heartless and not help the regretful person. Each dialogue choice allows for different interactions with the characters, and players do actually have to think carefully about the dialogue choices that they pick for the characters within the purgatory train. The characters are in the purgatory train because their regret is stopping them from moving onwards, and it is the player’s job to either help or ignore them. Those that you succeed in helping, get to leave the purgatory train and move on.
The characters that will be met in the train are a workaholic mother, a teen boy racer, a homeless man, and the main character himself, and with each character are different personalities, triggers for good or bad reactions, etc.
When showing this game to random people, classmates, or other bct members from second year, It was curious to see how they observed the game with no knowledge about what its about or how to play. I observed that a good majority enjoyed the fact that it was a simple click to choose game, and that there were a wide range of dialogue options in terms of formality, ‘realistic’, and thought-provoking dialogue. There were many things that are still in the process of being implemented in our game, such as the full colour animations for each character, sound, etc. but that could be implemented only for showcase, because it’s good that we even have a functional game. I did observe though that the narrative - the dialogue - was something that caused last minute pain for my group, as no one was writing it, or if they were, they were having trouble portraying the character through the text of what they may have discovered which is why I offered to help, but I couldnt..
Anyway, If I were to continue with this game, I would attempt to help with the narrative writing or dialogue writing as that was an aspect that I wanted to explore and help with myself, as I enjoy creative writing, but was never given the chance to for the project as is because it wasn’t my role. The design was my role. It would be very nice if I could also enhance my skills of character design and animation, so as to not affect my team as much since I was in charge of the characters, but couldnt animate them, the work was put onto Ben who could’ve put effort into something else (luckily, he seemed to like the animation).














