Some Things Max
Wednesday, March 9, 2011
Reflection on the Gaming Presentation
One of the key elements we had trouble explaining or defining was who are audience would be. The game concept was so expansive, and adaptable, that it could really be written to accommodate most audiences. The aspect we wanted to hone in on was social interaction in exuberant, extravagant high-spending society, so that would appeal to people in their consumptive stages of life, from teens to late forties.
We had a problem defining the audience, and ultimately communicating what the game would be about, because we didn’t have an end goal in mind for the game. We wanted the player’s options to be limitless in these ‘levels’, these stages of social interaction, but the limitless options would drown the player in purposelessness. We had a hard time trying to find a balance between a sandbox game and real fake life.
The objectives of our game were hard to describe because there didn’t seem to be any. There were plenty of goals, optional conditions a player could meet to gain a reward, but that’s all there were. Like a define-your-own-adventure book, the player would need to ‘create’ his/her own objectives through interacting with the NPCs of the world. It would have been better if we could define a particular objective for each scenario - for example, the player would have to interrupt or stop the wedding in that level. In that case, there would be multiple paths the player could take to stopping the wedding, but each path would have goals that would need to be met to advance towards the ultimate goal (objective) of stopping the wedding.
The rules were difficult to explain for the same reason as the objectives: there wasn’t a defined motivation for the character, so it was hard to define what the character would be willing (and therefore able) to do to fulfill a goal or solve a problem. For example, could the character climb around in the environment? Unless there was some object to obtain or person to talk to on a roof, it seems like that wouldn’t be necessary; but we want the game to accommodate anything the player wants to do.
The goals were easy to define. They were integrated into the interface in the List menu, and would be updated every time a player gains new info about the goal. The mechanics of the game were built around achieving these goals through dialogue and action. There would be potential for mini games built into the context of the game narrative.
Heros and Villains
Corey Longstreth created the hero Merman, who contrasts pleasantly with his enemy, Petroleum Man. The lighting in Merman’s animation is very soft and natural, besides his tail, he has almost no shadows. This could suggests that Merman has nothing to hide, and he is a valorous and honorable hero. As far as shadows and symbolism, because the shadow on Merman is in fact on his tail, it could denote that any evil within Merman is the bestial, animal side in him. Merman’s colors are also very bright, and not very saturated. He seems sort of washed out, but this starkness seems to compliment his character. Although Merman shares blue and yellow with Petroleum Man, it’s hues are brighter and more inviting. Merman also has some green in him, which makes him seem more dynamic and whole.
Petroleum Man contrasts very slightly with Merman, which is just fine, as the similarities help the audience believe they are part of the same fictional world. Petroleum Man has many more shadows on and around his figure, which creates a more sinister mood than Merman’s portrait. The shadows also make Petroleum Man seem like he is in deeper water than Merman. The dark, murky depths of the sea is a scary and evil sounding place, so it follows that Petroleum Man is shadowed as such; just as Merman, being the transparent hero, should be closer to the surface, and less shadowed. The similar colors with varied hues also helps the audience distinguish between this good and evil duo. Petroleum man has darker blues, and a duller yellow than Merman.
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This American Life

Click on the title of the post above to listen to Chris Ware talk about superpowers on the radio show This American Life.
Tuesday, March 8, 2011
Joke Video Reflection
Sunday, March 6, 2011
Saturday, March 5, 2011
Reframing
Original on bottom, modified on top.