The Advent, a twine based adventure game made during my first term at ArtCenter in Game Design Fundamentals 1 -- a course led by David Mullich. Here is the itch page to the build of the game.
To create a feeling of isolation, tension, and mystery -- but end with catharsis upon accomplishment of having explored and escaped the strange setting. Target players are 16+ individuals comfortable with some mentions of body horror, and are fans of choose-your-own adventure media. They don't have to be avid readers, but they can find themselves easily immersed in new worlds if given the right structure to latch onto (the twine build would have minimal sounds and graphics).
I explored how choose-your-own adventure had been already utilized in different media, and looked at the pros and cons of each type. I already knew that I would have to be restricted to Twine for this project, but seeing what other choose-your-own adventure media with similar tones and experiences excelled and lacked in would help me design my scope, and what to really focus in on when creating my own project.
Black Mirror: Bandersnatch
Digital video format -- can be viewed from mobile touchscreen devices and on larger screens utilizing remote controls. Most of the audience was teens to young adults that were exposed to the media due to it going viral online.
Pros
Player input is immediately validated without having them do extra motions (eg. flipping through pages)
Immersive audio and sound
High potential for virality due to being the first of its kind (on the platform it was uploaded to)
Cons
Hosted on Netflix, where isn't usually the top pick for those looking for this kind of media
Due to being owned by Netflix, has currently been taken down and is no longer legally playable anywhere
Expensive
Missing at the Mortuary: Escape Room
In-person escape room with scheduled slots and a live host. Most of the audience are young to middle-aged adults and couples.
Pros
Host can provide hints and guide confused players
Can be extremely immersive due to literal physical presence of players in an unfamiliar space
The physical location was a retired morturary where illegal organ harvesting was once held
Potential social event among friends
Cons
Physical!
Players have to physically drive to location in order to participate
Requires a physical set-up, and could run into many logistics and funding issues
Players have to actually walk around and touch stuff
Could be dangerous for immunocompromised players, and overall end up being a cesspool of disease
May be physically taxing, especially if sessions are long
Players might not want it to be a social event, or due to the nature of how this escape room was held, when strangers are grouped together in the same session one party may become dominate and end up taking over the whole experience
Mystery of the Maya: Book
A book with a 9-12 year old reading level, centering a plot about your best friend going missing in Mexico.
Pros
Can be carried around and enjoyed in many places -- very portable
Players can control pacing
Cons
Players who don't see books/analog media as being "gamey" will be turned off
Although price for actual experience is relatively cheap (and potentially free) if players cannot find the book at local library or do not have the space to store a copy, then the kindle/digital versions can be slightly clunky
Level of immersion relies heavily on player's imagination
Research Takeaways
What to focus on🔍 I knew that my twine version would be closest to the book, with some features of the digitized video format mixed in due to the online nature of it. I realized that I really had to hone in on my descriptive language without being so overly wordy that players are not sure what is happening. In my writings I tried to emphasize descriptions of physical sensations and textures, while also being able to describe physicalities without going too into specific appearances or traits -- I wanted the player character and the player interacting the game to be the "same" person. I hoped that by focusing on these areas, players could more easily place themselves into the shoes of the imaginary avatar that they were piloting.
Pros!👍 Despite not being able to utilize the immersive sound and design of a video format, players would get almost instant feedback when they made a decision! There would be no having to flip back and forward between pages. Although a bit rudimentary, Twine does have some visual tools (text colors, simple animations, etc.) that I was planning to use to their full advantage to weave a deeper narrative. Furthermore, it seemed that the lack of visual and audible feedback ended up opening many more gates for this game as I would actually have less constratints considering themes and events. I do not have to worry about set pieces, whether or not the actors would show up on time, or consider the physical exhaustion of players -- everything could be experienced for free from any desktop computer with access to internet!
Target audience🎯 I also noticed that my target audience seemed to begin in the middle of what the two references had, so I was not sure how that would end up working in a real-world environment. It could end up perfectly with the targeted audience being alerted and gathered, or it could end up blowing up in my face by making no one happy with the experience. While preparing the first version of the game for playtesting I thought about my classmates and realized that maybe only two of them lay in my target audience category, but this could be really good for research since it may give better insight into what kind of person really enjoys the experience.
Still not sure how things would have played out in the real-world, but with my classmates the playtesters that found the most enjoyment with the project were those that aligned with my target audience. Some feedback I received from those that found the twine game to be more slog than enticing was that there was too much text, and that the theme actually made them not want to progress.
Akin to digital Escape Room
Subtle body horror
Allusions to events being an experiment hosted by non-human entities
Amnesia: The Dark Descent
An uber effective survival-horror game! I wanted to create a more toned-down version of this as I felt the game a little too extreme for casual session and did not feel a sense of catharsis from my experience.
Japanese Survivor Artwork (Hiroshima Peace Memorial Museum)
As as Japanese-American I have found the history of the atomic bomb and dehumanization of Asian people as a whole quite terrifying. I tried to imagine the pain of seeing, remembering, and feeling these events for segments of my game.
Papers, Please -- Jorji
When writing for the mysterious man that players can choose to help, I thought of Jorji. I wanted the character to represent someone in a disheartening situation that players ultimately cannot do much to aid other than try to ease their pain a little (or ignore and let suffer).
Lolita, Vladimir Nabokov
There was a sin meter in this game, and I believe that taking advantage of innocence -- particularly children -- to be one of the most egregious sins there is. Without wanting to state it so explicitly, I tried to express the horror and disgusting abuse of power that is associated with these heinous acts.
I pulled from many places, but "Lolita" ended up being one of my larger inspirations.
What: Players dying without realizing why-- game felt unfair.
Why: Energy variable would go down with every choice.
Change: Energy variable would only go down with certain choices, and more opportunities added to increase energy values.
What: Puzzles seemed too easy, what is the point in exploring?
Why: In my attempt to hit the requirements listed for the project by David, I oversimplified the questions asked to players. Although I had meandering paths, there was no motivation to explore them.
Change: Questions had more than one answer, allowing players more room to strategize and think. The same limited resource was used for different solutions, with the goal to motivate players to explore, think more carefully about choices, and increase replayability.
What: So much text that players could not easily tell what the relation was from one choice to the next. Pages of text became barriers that killed immersion.
Why: As the writer I got lost in my own narration and forgot that I was creating an experience for others. It began to feel like my stream of consciousness rather than a coherent game.
Change: Cut down on colorful language, and instead added simple visual effects to express the sensations I aimed for. Rather than trying to write about the experience I wanted players to have, I focused more on the whats of situations to allow players their own creative understandings.
Visual inspiration of how I'd want the game to look if I had more resources
Even if the game is narratition heavy -- pacing is still super important ☝️
Variety does not equal complexity 😶🌫️
Don't waste resources on adding easter eggs if still in early or middle stages -- wait till the end, if at all ⌛
None of my playtesters ended up encountering the easter eggs, and valuable time that could have been spent on polishing puzzles & narration was instead used to debug easter eggs
Most will play the game one time only -- so design with that initial experience in mind! ⚠️
I like creative writing 🍨
If I had more time to iterate... 🌀
Expande on "loss/destruction of innocence" theme -- the "Flower Room" seemed my be my strongest area amongst playtesters ⭕
Figure out how to reliably add images (they would appear on my own file, but did not export)
Add sound effects 🎧
Change puzzles and questions to be more thought-provoking
Flesh out endings 🌊
Feedback expressed that they felt simple and rushed