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Game Research

Walking Sim Case Study:

  • Which techniques are used by the developers? In this case, think about any narrative and any imagery used.

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Stanley Parable is built on comedic timing and fourth wall breaking, this is its building blocks, the game is also very basic in the visual sense as it's a cream colour on the walls and a very office looking carpet. The player discovers quickly that you have free choice and there WILL be an ending for where they are going, and that the ending will depend on what you do.

  • Are there any aspects about the context that need to be considered? This could include who created the game, where it was created, when and under what circumstances, as well as your relationship with its context. 

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The game is designed and developed by Davey Wreden and William Pugh, the game was designed in the source engine and a mod for Half Life 2.

  • Ask yourself about the meaning of the walking simulator – what you think the game is about, and whether it might be trying to convey any messages.

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The game is an exploration of choice, freedom, and reality. With 19 endings it toys with the concept of the relationship between the player and the creator; playing with the fact that the narrator throws you into a game and talks you through it, if you blindly follow the narrator you'll get the "freedom" ending, but if you deviate from the path, you agitate the narrator, but he can never force you to go anywhere, playing with the narrative first person walking simulators and really knocking some gaming tropes.

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Brainstorms:

1 - Reality Piercing Office

2 rooms, identical, office chairs and filing cabinets

One has an elevator, doesn't work, just sounds

Filing cabinets can be opened

one computer has text on it "wake up"

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2 - Apollo 13

Control Room

Buttons, radio static

Walking up stairs to the control room, there is no-one there, the ship is halfway taking off. You press a button and then cuts to black

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3 - apartment

Apartment, Travis Scott and Supreme merch everywhere

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For this walking simulator I want the player to explore the game, not only in the physical sense but to really think about it, the monotony of the office, or the freezing of time in the Apollo room, the vanity of the apartment, all these "valuable" paraphernalia but the absolute lack of what "living" is. Living in an apartment but looking like you own the world, owning a mac with Linux installed.

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I want a definitive ending, with the office, I'm not too sure I can make an "ending", just leaving a thought in the player's head. With Apollo 13 I'm thinking it can end with the black and a crashing noise. With the apartment I really have no inspiration, nothing to really expand on. 

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Decision:

After some thinking I've had an idea for the office, the gameplay will go something along the line of this: Explore the office, calendar with Monday on it, typing is only present, the clock is just ticking, the arms aren't moving, everything inside is a black and white, everything is uniform, the only things coloured are the windows and the area outside, there is a door to a balcony, open; this leads to one of the endings, where is cuts to black and the wind is heard and cars are getting closer, symbolising death. The next ending is just to sit down, and you get back up, everything is the same but the outside is dead, and the computers are dead. The last ending is to leave through the elevator, and it dings, you get the freedom ending.

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I went with this idea as the assets I will need is minimal and textures are minimal, also as I like the symbolism of doing the same thing day in day out, ending it all by either leaving, waiting for the time to pass, or quitting forever.

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This game will have some dark tones, so it will be fairly serious, but I will update this blog with changes. 

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SWOT Analysis:

Strengths:

I don't need to do alot of exterior, as there will be ONE window/balcony, I don't exactly need to texture too much as I'm making the office black and white, very modern and the only real colour will be the green of the plants. And the only REAL noise will be footsteps, buzzing and whirring of computers. Until you get to the door, where you can hear wind.

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Weaknesses:

I do lack proficiency in the sound department, which I need to work on as I'd really like to drill in the dreary, and monotonous tone of the office life.

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Opportunities:

Develop my texturing skills, I can reach this as the scene is small, meaning I can hone in on the details, I can improve my time management skills. I could improve my knowledge of 3D lighting in 3D spaces, as it's a small, enclosed space.

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Threats:

Not being ready for deadlines, falling behind, getting distracted. 

Office Building:

While looking through office pictures, some looked too uplifting, so I am going to be driving it towards a mid 80s Soviet Russian office block, to make it more thematic.

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World building:

When I make this game, I really want to immerse the player, and this is my PRIMARY focus, while I was working on my Trello I came to a realisation, I found that there are 2 senses you get from games Sight and Sound, and so I need to create the other 3 with the other 2 senses.

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After some researching for a bit I found an article on "Eight essential ways to use sound in video games" and I focused on Creating atmosphere/mood part of it, the writer uses the opening to Bioshock as an example, and shows us that the sound is what sets the mood for the game, if it was holy music it'd be some comdedic affect.

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Context:

We're in 2007 Poland, and from their economy, I expect they'd be using items from 1980s to 1990s, and so I will be using objects from this time period, maybe earlier, I plan to take inspiration from Call of Duty Black Ops: Cold War's computers.

Story:

For the game I intend to have a story that makes the player read into everything, there will be a base story, where the player will find out what happened through notes and writing on paper. But there will be an underlying plot, that the environment tells.

 

Questionnaire Results:

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Project Proposal Form:

Mind Maps:

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Pitch Presentation:

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Reference:

I have added some previous reference images that I have used.

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Some that I have used and some that I haven't, for example this image of Call of Duty: Cold War, it has a coat hanger and I decided to use the coat hanger as I needed some more props to flesh out the room.

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The overall game didn't give me much in the way of wall design, as this looked for too upper-class for a polish commieblock turned office.

Cues:

Interactables are shown by a number of ways in games; lighting, leading lines using trees or mountains.

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This image annotates the games way of telling a player where to go, but this can still be used for interactable items.

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"The image above from Uncharted 4 demonstrates how you can craft the players starting position by giving them a clear view of the path ahead" this was followed by some explanation of Leading Lines.

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(Pugh, 2018)

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The way I intend to use this is to draw the player to each letter using lighting.

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Lighting:

For my game I want to give the lighting some flare, as their isn't much to go by in the Unreal Engine on how to do this I instead searched the web for inspiration; this game above, while named rather darkly as: "Ahoy Spongebob, I've overdosed on ketamine and I'm going to die", I really like this lighting, it's really focusing the attention on the main character, I plan to use a post process effect "Ray Tracing" to give my level some more atmosphere.

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This ArtStation post has quite nice lighting, I really like the way the blinds are all broken, giving the lighting a blob effect, this office is obviously too modern for what I'm making but the blinds serve their purpose as an idea I can use for my game.

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ArtStation - Abandoned Office

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These are some images from abandoned Polish places, I think that the walls are quite nice but not what I'm looking for, the overall atmosphere is brilliant and I like the lighting, it would be difficult to do this as my game is supposed to be set in an office, this place is far too large for that. But they convey a clear tone and colour palette that I can work from.

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