ICE CONTINENT
I started playing around with some Ice concepts.
GAME DEVELOPMENT
PROPOSAL: NARRATIVE DESIGN ELEMENT |
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NARRATIVE ELEMENT |
Diegesis |
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CONCEPT |
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MECHANIC(S) USE |
My chosen narrative
element is Diegesis, with an environemnt that tells a story
through its physical and art design.
ENVIRONMENT
DESIGN– MOOD/ATMOSPHERE (ART DESIGN)
In
my game I will use the Environmnent Desgins to help tell the
story visually.
The
Tropical Continent, is full of vibrant colors which gives the
player a feeling of awe and an excitement to explore the colorful
world. As night turns, all of the colors disappear, leaving the
player the only light of the moon, this gives an atmosphere of
unsettling loneliness, as it dawns on the player that they
haven't found any life yet. Once the player finds the creature,
it lights up during night, giving the player a sense of hope. The
player ventures into the first temple which is dark, using the
creature as their only light source, giving a mysterious
atmosphere. The Creature becomes all the more important in the
story as it is the only light source, and this communicated
through the environment being dark, highlighting the creature.
Once
the player finishes the first temple, they contyinue walking
through the Tropical Continent, as they get closer to the Ice
Continent, Ice bergs start to appear in the background. Because
the ice bergs are sharp, it created a feeling of danger, setting
up for a key plot point/climax.
As
the player reaches the Ice Continent, it is full or sharp Ice
bergs and caves that are dark. But once night dawns, the ice
lights up with bright turquoise colors which are bright and
colorful. At first the Ice Continent is harsh and plain but at
night it becomes colorful. This foreshadows the experience the
interaction with Nox, later in the game.
IMAGINATIVE
IMMERSION
In
my game I will use imaginative immersion as part of telling the
story visually. The weather conditions throughout the game
change, depending on what Nova feels throughout the game. When
Nova finds out she is a robot, it starts to snow/storm on the Ice
Continent, this reflects how Nova feels, she is confused and
angry (storm). Nova's feelings are reflected throughout the
Environment and its weather conditions. When Nova storms off when
she finds out she is a robot, the storm continues on, and gets
worse. Once she re-pruposes the Machine with restoring life on
the planet, the storm settles and the sun comes out. This
reflects how Nova overcame the storm inside her, not knowing what
she is and deciding to help the machine.
Physical
properties/consequences/what tells me the logic of the world/the
micro-narrative, what they interact with and how it tells stuff,
describe the levels, jump over stuff
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JUSTIFICATION |
I have chosen these
mechanics because the game's themes are: loneliness and looks are
decieving. The themes can be clearly shown through the
environemnt/world of the game.
I think these are the
best way to translate my linear source narrative into a video
game because the story is about how looks are decieving, I think
this is best shown visually, through the environemnts and
characters.
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RELATIONSHIP TO WHOLE NARRATIVE |
My narrative element
(diegesis) and its mechanics (environemnt) relate to the overall
narrative. The Environments foreshadow certain aspects of the
narrative and express the theme through its art design.
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RELATIONSHIP
TO OTHER ELEMENTS YET TO DEVELOP |
Linerarity |
CHARACTER |
Immersion or Intertextuality – talk about
inspired sci fi movies/games |
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SOURCE NARRATIVE |
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STRENGTHS AND ASPECTS OR ASSETS TO RETAIN |
What about the source
narrative suits your chosen narrative element and mechanics?
What works – about
the story – what is good
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WEAKENESS AND ASPECTS OR ASSETS TO DEVELOP |
What about the source
narrative doesn’t suit your chosen element and mechanics, or
will need to be given closer attention as part of your story’s
conversion into interactivity?
What doesn't work – what's shit about it |
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VISUAL: REFERENCE MATERIALS / CONCEPT ART |
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SOURCE
NARRATIVE ADAPTATION
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Show us some of the creative process that got you
from the source narrative to your interactive concept. Include
visual/journal excerpts from your early design stages. Capture
what you think are the essential qualities of your story, and
annotate them with notes about possible ways it will become
interactive, possible opportunities, and possible problems or
risks (minimum: 2 pages).
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