Showing posts with label Experimental Gameplay Project. Show all posts
Showing posts with label Experimental Gameplay Project. Show all posts

Thursday, September 29, 2011

Memoirs

Experimental Gameplay Project September 2011 : Indie / Game Maker : PC
Credits: Jeremy Kang





Synopsis

"History is Written by the Victors" - Winston Churchill

Memoirs is a top-down shooter featuring a gritty story about War, presented in the style of a History Book - the story unfolds and History is literarily written on one page as the Player combats enemy troops on the opposing page.

Designed for the Experimental Gameplay Project September 2011 theme of "Story Game", the original story was conceptualised, written and integrated with the gameplay in 7-days.

In Memoirs, Accuracy and Evasion are valued over an Eager Trigger-Finger, as through reducing the number of Civilians casualties in the story,  Players will gain an entirely different perspective of the events that transpire - hinting at a more sombre underlying message on the story's themes.


Screenshots




Websites

Friday, December 31, 2010

Shibuya Connection

Experimental Gameplay Project December 2010 : Indie / Game Maker : PC
Credits: Jeremy Kang  | Character Artwork: Shaun Tay



Synopsis

"The Shibuya Scramble Crossing is the busiest pedestrian crossing in the world that sees over 1 million people every day. However, all that really matters is finding the one in a
million..."

Designed for the Experimental Gameplay Project (December 2010) theme of "Drawing", Shibuya Connection features a drawing mechanic and is based on the concept of the East-Asian myth of the Red String of Fate.

In Shibuya Connection, players have to draw lines to connect male and female pedestrians on the Shibuya Scramble Crossing with the Red String of Fate to gain points - matching charming characters based on a light-hearted representation of Japanese archetypes; while avoiding deadly Ninjas - all in the span of a frantic 2-minute scramble for the highest points possible.


Screenshots

   
   

    



Websites


Thursday, September 30, 2010

A Firefly Story

Experimental Gameplay Project September 2010 : Indie / Game Maker : PC
Credits: Jeremy Kang | Artwork: Shaun Tay



Synopsis

Designed for the Experimental Gameplay Project (September 2010) theme of a "Neverending Game", A Firefly Story is an infinite game  that tells an Interactive Story of Life and Love.

In A Firefly Story, players have to click on the Blue Fireflies to gather light while avoiding the Red Fireflies.

The amount of light gathered changes the way the Interactive Story plays out through the seasons - where each story scene has been carefully crafted to allow for multiple permutations and interpretations based on the player's performance.

- Can you alter the Neverending cycle? -


Screenshots

 

Monday, August 30, 2010

Legacy of Wisdom

Experimental Gameplay Project August 2010 : Indie / Game Maker : PC





Synopsis

“I do not think much of a man who is not wiser today than he was yesterday.”  - Abraham Lincoln -

Designed based on the Experimental Gameplay Project theme of a "Zero Button Game" (August 2010) , Legacy of Wisdom's main gameplay uses nothing but mouse movement.

Centering around the metaphorical themes of "Legacy" and "Man's journey in attaining Wisdom", Legacy of Wisdom adopts an oriental aesthetic style based on Oriental Calligraphy / Paintings to help create a "Zen" aesthetic to complement the game's metaphorical themes.

Legacy of Wisdom also features an additional gameplay twist - an experimental take on the concept of "Player Death" in games, toying with the idea that death in games can be a reward as much as a penalty; where each time a player dies, the player is given a reward for his / her next playthrough. 


Screenshots





Websites

Experimental Gameplay Project - August 2010
Experimental Gameplay Project - 0 Button Game Roundup
Accessible GameBase - Legacy of Wisdom
Legacy of Wisdom Post Mortem


Post Mortem: Legacy of Wisdom




! Spoiler Alert !
(If you haven't played Legacy of Wisdom, the following article might potentially give away some aspects of the metaphors involved in the game. Please use the link above to go to the Legacy of Wisdom main page.)

Legacy of Wisdom was designed with 3 Design Goals:-
  • a Zero Button Game
  • a Metaphorical Game
  • experimenting with the concept of "Player Death" in games.

For the latter 2 goals, ideas in which these goals could be expressed and achieved were being nursed in my head a few months before the announcement of the Experimental Gameplay Project's August "Zero-Button" theme.

Once I got wind of the "Zero-Button" theme, it didn't take too long for me to realise that the theme was a good fit for me to create a game that would explore all 3 ideas. In fact, in hindsight, I would say that due to the nature of the theme, it immediately stripped away all other forms of interaction aside from Mouse Movement (for my game), and allowed me to focus on realising the other 2 concepts.

For the Metaphorical Game Design Goal, it is something that I have been very interested in for quite a while now, if my previous work, Avalon Legend is any indication. Initially piqued by Singapore-MIT Gambit Game Lab's Akrasia (in which the team was developing the game in the room behind my team's, back in the summer of 2008), and seeing the powerful execution of metaphor in games like Jonathan Blow's Braid, and thatgamecompany's Flower; I think that there is still alot of room for exploration on the use and portrayal of Metaphors in games, or Metaphorical Games in general.

Thus, picking up the reins of where I left off in Avalon Legend, I decided to take another stab at infusing Metaphors into Legacy of Wisdom, this time dealing with the themes of "Leaving a Legacy" and "Attaining Wisdom". But this time around, I was careful to avoid the mistakes I made in Avalon Legend, particularly on the transparency of the metaphor.

The primary complaint about Avalon Legend's metaphor was that it was a bit too obtuse, and most people didn't get it, even though there was a multi-layered metaphor about "Loneliness" there, crossed with references from Arthurian legend, that I had very complexly put together in the deeper recesses of my creative mind, but a lot of this went by the players totally unnoticed.

Thus, this time around, I was very aware of at least letting the metaphors rear their heads, and leave the players to figure the rest of it for themselves, and how it is reflected in gameplay. Based on initial playtest results, I think most of the testers have gotten it so far, albeit some with a bit of explanation.

Finally, for the concept of "Player Death", I wanted to experiment with the concept in which the death is not necessarily the end in a video game, or an absolute penalty for that matter. Perhaps a little inspired from the Rogue-like genre and more recently, Demon's Souls; I decided to experiment with taking "Player Death" the opposite direction, to some extent making death a stepping stone, power-up or even a reward to some extent, that would benefit a player on his / her next playthrough.

Quite interestingly, the metaphorical theme was able to complement this concept quite well, when it came to the theme of "Legacy", and with enough famous quotes about Knowledge, Wisdom, Legacy and Future generations to justify this.

Initial playtests have shown that players were able to figure using "death" as a potential "mechanic", and have definitely shown some interesting player strategies revolving around "Player Death". The bigger question behind it all now lies very much in whether the balance can be sustained over prolonged play, and whether there is a be-all-end-all strategy to get the high scores.