Thursday, 17 September 2015

Game Development Proposal

NARRATIVE ELEMENT Linearity
CONCEPT
MECHANIC(S) USED
In terms of choice I aim to limit it to which of the two narrative paths the player chooses to play from [Mara or Cypress]. Doing this keeps the narrative the same and clear for the player as it eliminates variable elements in the narrative. The only variable is the what parts of information the player gets corresponding to the path they play. This will be monitored during development so that regardleess of which path they choose on any level, the player will receive the same amount of narrative which will always be enough to piece together the plot.
The environment design will have points of exploration but allow the clear path to progress the levels to be defined so that the player does not get too pre-occupied exploring the diegesis, emphasizing the focal point of linearity.
Inter-active cut-scenes and set pieces will help tell the story while keeping the interest of the player in progress the linear plot.These will be climactic predominantly quick time event based sections where the players input dictates the success or failure of a level which will be refelcted in an animated cut scene.
Other animated cut scenes to break up gameplay and present some pacing in between levels and present exposition for upcoming events and levels will help aid the linear storytelling of this narrative.


JUSTIFICATION

Dividing the gameplay with cut-scenes and set pieces allows the player to feel they have agency in the progression of the story as without their interaction the narrative cannot progress. The little choice they do have when choosing which path to take at the start of each level gives more agency as the player may decide how the linear story is presented by what narrative they get from the perspective they play.


RELATIONSHIP TO WHOLE NARRATIVE
Linearity is essential in presenting the narrative in the most effective way as the story is very complex and epic, so if I were to introduce too many branching variables in relation to the plot, it would over convolude the story and make the main ideas and themes unclear. Having the story told through a linear structure ensures the player gets all the information required to understand the main ideas I want to present without any confusing excess that might prevent that.


RELATIONSHIP TO OTHER ELEMENTS YET TO DEVELOP

  • Diegesis: The game world and level design will accommodate singular paths with small branches for exploration and immersion into the diegesis. The singular paths will direct the player in which way to go in order to progress the narrative. The singular path reflects the linearity of the narrative.
  • Character: The linear narrative will be told through the characters and their interactions with each other. The development of their personalities in tandem with the progression of the game will immerse the player in finding their resolve at the end of the game. The characters will need to be strong and distinct as well as identifiable in one way or another.
  • Emergence: The different paths in which the player may select from at the beginning of each level will present different combinations of revealed micronarrative elements throughout a playthrough that will show details to piece the gaps in the overarcing narrative.
SOURCE NARRATIVE
STRENGTHS AND ASPECTS OR ASSETS TO RETAIN The strength of the source narrative is the distinct protagonists and their setting in which the conflict takes place. The minimal variables linear narratives allow supports the fixed development of the chartacters, which is key to presenting the idea of how they were born as one but developed so uniquely in heavy part to the environment they grew in. Too much choice may divert the attention away from the main ideas of the plot.
WEAKENESS AND ASPECTS OR ASSETS TO DEVELOP One of the most difficult parts of converting this narrative to an interactive one will be allowing equal attention to both the characters as the player progresses through the game. Not just in physical screen time but also in their personalities and their appeal to the player. I will need to cosider their weaknesses and strengths and balance them between the two so that one is not considerably more appealing than the other. Idealy they should both be equally appealing and carry at least one trait of the player to relate to.

This shows the way i intend Mara to break through the wall
this shows how Cypress perspective is reactive to the chaotic and reckless methods of Mara, and how she is able to adapt to make a situation work for her.


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