Saturday, 5 September 2015

06/09/2015 Game Proposal

Started trying to fill out the next template for bridging.

Narrative element: Character

Concept:
Within the overall element you have selected (from linearity, interactivity, character, diegesis, immersion, intertextuality, emergence), what specific game mechanics or specific interactive narrative techniques will you use?
For some narrative design elements a single mechanic might be enough (i.e. under diegesis, you might utilise the single technique of world-building and develop an environment that tells story through its physical and art design). For others, you might have multiple (say for intertextuality, you might use the narrative technique of micronarrative fragments alongside cut-scenes that evoke the conventions of a particular genre). Just remember that you have to develop concept art that illustrates your choices, so keep the scope of your design quite focused.



Story exposition:
Cutscene introduction:
A small cutscene before the title screen giving a small hint of an event leading to the inciting incident.Would be able to skip after first viewing.
(Similar to Ocarina of Time's intro with an almost silhouetted Link riding Epona across the land of Hyrule)
Interactive cut scenes:
-Finding pieces of her old village,activating a scene of her past in which they can walk through,showing a specific event of her childhood or even the rock golem's life through her memories' perspective.

Micronarrative:
Appearance:
Bronze's appearance gives off a lot of subtle information about her backstory,personality,and current situation.
A breakdown of Bronze's appearance and the meanings behind them:
     -Orange and brown colours show her nature of earth and her desert home now.
(Orange and brown colours fit in with each other creating a natural analogue colour scheme.These colours are associated with rocks, copper/minerals,rust,sand etc)
    -The trapezium shape motif in the clothing and hair show that although she is strong physically she is unstable,unbalanced,and uneven or disproportioned.
(The trapezium is wide based and bottom heavy.It is quite an un-natural strong shape like the square but looks like it is collapsing in on itself)
    -Dark brown clothing shows how ragged and poor she was when she was just a half elf child.
(Through many texts we define brown clothing as more active,working class,or even a fighter through the colour of leather,whereas blue or more dyed clothing is seem as more refined and higher class)
    -Brown messy hair shows how little she cares for her appearance now and gives subtle evidence she is a half elf.Her messy hair shows she is an outcast,and that she doesn't take her of herself.
(Brown is common human hair colour.The messy hair and lesser focus on appearance can be a sign of not being in touch with society)
   -Orange copper bands symbolize the place she once lived in,which had a giant copper bell in the town.This is a sign of Bronze's past.
(The copper mineral is known as an ingredient in creating the alloy Bronze)
   -Orange glow of one of Bronze's eyes shows how unstable she is and is a warning to others.It also shows she is two beings,or is being controlled.
(We associate orange with warnings of danger or power because of road signs and fire.Often in texts the ideas of curses,possesion,sentience, and the soul are shown through the eyes in some form or another)
   -Bandages show that she is a fighter, is in pain,and that being a host has taken a toll on her body.
(Bandages are associated with injury in medical fields and with fighting in sporting fields in prevention of injury)
   -The brown colour overall emphasizes the natural yet unnatural connection between Bronze and the rock golem,while the orange show the danger and instability of their connection as well as the raw power.

Artificial Intelligence:
Aside from believability,giving NPC's actions and behaviours that give you insight into their characters,objectives etc.
To help Bronze learn more about herself.

Avatar:
Bronze is the avatar for the game,which also includes the rock golem to some extent.
Although the player controls Bronze,there is some separation as she has objectives and goals narrative wise that differ from the player's but can often line up with the player's more ludic goals/Golem's goals.
The player has agency with Bronze and the rock hand.The golem may take over at times for his own reasons,so possibly not allowing you to use the hand or even fully taking over as a small in game cutscene if things don't go in his best interests.

Sidekick/Mentor:
Although a much more active role than the usual sidekick as the golem is now a part of her.The rock golem hand of Bronze has its own motivations and objectives and past that compliment the player character's (Bronze's) story as they are deeply intertwined in each others backstory as well as current situation.
As a mentor the rock golem would teach Bronze how to efficiently use his power to reach his goals.



Justification:
Why have you chosen these mechanics? Tell us what about them makes the kind of interactive storytelling you have planned effective. Why are these best way to translate your linear source narrative into a video game?

No comments:

Post a Comment