Mostrando postagens com marcador Indie. Mostrar todas as postagens
Mostrando postagens com marcador Indie. Mostrar todas as postagens

segunda-feira, 11 de dezembro de 2017

MIND ALONE: an experimental mobile game

1.Introduction

Mind Alone (2017/2018) is an experimental mobile game that I created in a partnership with Sioux, a Brazilian gaming publisher (it'll be launched in February). The main mechanics is puzzle-based (ADAMS, 2014) and most part of the gaming interface is built using alphabetical characters, only. Narrative is the main feature in this case and puzzle mechanics create the perfect blend for the gameplay. The main idea of the game is to follow the notion that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).



Based with slight modifications on the “High Concept Document” proposed by Adams and Rollings (2009, p.63), in this brief paper we aim to discuss some main features from Mind Alone’s game designing process, its business model conception, and how an experimental mobile game can be used to promote a gaming studio and become an example for game designing classes.

It is important to highlight that the “High Concept Document” (HCD) is an interesting exercise of “elevator pitch”; in other words: the document must be brief, objective, take no more than 10 minutes to read, and contain the essential features from the game. This kind of document is a good tool for game designers to register ideas for further consulting, and to explain ideas to studios/publishers/gaming companies.

Below we present the main features from Mind Alone described in the HCD format.

2.Mind Alone’s High Concept Document

Name of the game: Mind Alone
Team: Vicente Martin Mastrocola (game design, sound design, information architecture); Gabriel Romano (user experience, Unity programming); Guilherme Camargo (business model; planning strategy).
Publisher: Sioux
Country and year: Brazil (São Paulo), 2017/2018

Game summary: Mind Alone is a non-competitive single-player game based on plot/story-related. The player embodies the role of a character trapped in his own mind. It is impossible to say if they are dreaming, lying in a coma or dead. To reach the answer for this mystery, the player must solve a series of puzzles; each puzzle is a memory that brings hints of what happened. The memories start in the character’s childhood and advance until actual days. The player must solve all the puzzles to reach the surface of the conscience. Mind Alone is an authorial game and does not demand special licenses.

Gaming references: The Witness (Thekla Inc., 2016); Dark Room (Doublespeak Games, 2013); Lifeline (Three Minute Games, 2016). Games with a focus in narrative features and a clear invitation to players become “co-creators” of the plot.

Player’s motivation: the character needs help to wake up from the prison of their mind, in which they are confined in an infinite loop of disconnected memories. Players must solve the puzzles, which have different difficulty levels, to reach the surface of conscience.

Keywords: puzzle game; mystery; terror; enigma; mobile, transmedia; immersive; narrative

Target audience: 16+ year-old players, fans of puzzle/enigmas, escape the room games, and horror/terror literature.

Highlights: game 95% created using only alphabetical characters with interesting artistic interface. Freeware. Some puzzles offer transmediatic features inviting players to explore blogs and sites. Fast. Dual language: Portuguese and English.

Platform: mobile game developed for iOS and Android systems (created with Unity programming).

Game designing goals: through dark/mysterious narrative and puzzle-based gameplay, offers the players an experience of immersion, fear and tension. Generates thought-provoking puzzles with a simple interface.

Music and sound design: dark ambient soundtrack with incidental sounds (doors opening, moans, screams, piano notes, etc.). Some sounding references come from projects like Lustmord, Robert Rich and Zoät·Aon.

Business model: freeware. The goal of the game is to participate in game designing contests, festivals and gaming fairs to promote Sioux studio. As a freeware game, another goal is to use Mind Alone in game designing classes.

Mechanics examples: Mind Alone uses various smartphone features to constitute its gameplay. There are puzzles that use touch screen, assembly of elements, movement of the device (through accelerometer and gyroscope) and puzzles with textual responses. Below, we can analyze some puzzle wireframes with mechanics:

Puzzle example 1:

Solution: turn the smartphone to 90o to move the words from the shelf to the ground.

Puzzle example 2:

Solution: touch the dots in order to create a star pattern. If the player does not touch in the right sequence, the lines will disappear.

Puzzle example 3:

Solution: the player must search and touch the word “ON” in the middle of the characters. The screen will become white and the next puzzle will appear.

Puzzle example 4:

Solution: this puzzle is a transmedia enigma; the answer is outside of the game. Players must access the URL https://imoldforthis.blogspot.com.br/ to verify the image of some trees and type the answer in the blank field.

3.Final thoughts

Despite being a free mobile game, Mind Alone is one important tool for Sioux studio to present its work and participate in game designing contests and gaming fairs. The game is also a case to be used in the classroom and to discuss how to create independent experimental/artistic games, and to digress on how the gaming industry is plural in this sense. The strategy of distributing a free game could guarantee other profits like posts in specialized gaming websites, discussions in academic articles, and prizes in gaming contests etc.

Following the thoughts of Fullerton et al. (2008, p.15-16), Mind Alone used one very synthetic game design process based on stages: 1) conceptual stage: to define the game’s theme; 2) brainstorm stage: to think how the theme will materialize on the gaming interface; 3) Physical prototype/pre-prototype stage: to create a fast pre-visualization of the game using paper, pen and simple components; 4) Layout stage: to establish the initial concepts of the interface; 5) Digital prototype and test stage: with the previous mechanics and first layouts, it is possible to develop a simple version to be played on browser or in smartphones. In this stage, it is possible to start the beta-testing sessions; 6) Production stage: the feedbacks from the digital prototype beta-test sessions are the main information to produce the final version of the game; 7) Evaluation stage: to make the final tests to assure it is error-free; 8) Launching stage: to put the game available for download in mobile platforms (Android and iOS). It is important to highlight that, during this whole process, the game is documented using specific files (like the “High Concept Document” discussed previously).

By discussing the creative process and the business model structuration of Mind Alone, we hope to demonstrate how strong is the relationship between players and gaming companies in the contemporary digital gaming ecosystem. We claim it is of utmost importance to use a methodological process, even for small productions. We can see the importance of working with a consistent methodology and it is possible to imagine the iterative process applied in bigger projects. We hope we can contribute to the field of gaming studies and that this paper earns future developments and inspire new relevant discussions.

The Brazilian gaming market, as an emergent market, reveals itself as a privileged ambient to observe these game design processes. We welcome the opportunity to present this relevant discussion as a means of contributing to the on-going efforts in exploring the gaming market in contemporary culture.



References:

ADAMS, Ernest. Fundamentals of puzzle and casual game design. San Francisco: Pearson, 2014.
ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of game design. New Jersey: Pearson Prentice Hall, 2009.
FULLERTON, Tracy, et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.
INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.

domingo, 26 de novembro de 2017

GAME ON 2017

In December 9th I'll be in Buenos Aires (Argentina) talking about my new mobile game MIND ALONE (that I created with Sioux Studio). The presentation will happen at the event GAME ON - one festival focused on experimental and artistic games. Below you can check the reel with some games (mine included):



Below, my presentation's flyer.



As soon as possible I'll share the content from my presentation here.

#GoGamers

sexta-feira, 1 de setembro de 2017

Teaser trailer: MIND ALONE

In a partnership with SIOUX Studios from São Paulo I'll launch my new mobile game soon (end of October probably)! MIND ALONE is a text-based ludic interface. It is an experimental puzzle game that uses different functions from smartphones to create an immersive suspense/terror narrative. It is a “scape the room” game, but the room is your own mind. Each memory is a puzzle. The aim is to solve the puzzles, recover your memory, reach the surface and wake up from this mysterious nightmare.

Check the teaser trailer:



Wait for news here!

#GoGamers

domingo, 9 de outubro de 2016

Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs

quarta-feira, 18 de junho de 2014

E3 2014

Last week, I visited the famous Electronic Entertainment Expo (E3) in Los Angeles. The fair is well known as one of the biggest videogame events in the world, and every year the trends and launchings of such market are presented in this mega fair.



The experience of two days fully immersed in new games, videogames, game accessories, gaming conferences, and gamers was too complex to synthetize in a small post, so I decided to create a list of highlights of the fair, divided by subject:

1) Games, games and more games: this year great games were announced in the event, like Little Big Planet 3, The Order 1886, Alien: isolation, Evolve, Super Smash Bros WiiU, the new Halo and Batman: Arkham Knight, only to name a few blockbusters. The experimental games also gained terrain and titles like Entwined, Abzû (I felt mesmerized by this one, check the trailer below) and No Man’s Sky had good space at E3.



2) Sony’s press conference: I watched the exclusive presentation about the future of the PlayStation platform. The company said that, for 2014/2015, the focus would be on more free content and in exploring the videogame as an entertainment central. Sony intends to launch each TV of the brand with PlayStation Network embedded in its interface, so it will be possible to play some of the games without a PS console. Another great revelation from Sony is the PlayStation TV, a U$ 99,00 device with access to exclusive content (animations, movies, documentaries etc.) created exclusively for PS network, the first production will be an animation of the comic book POWERS (created by Brain Bendis). You can watch the full conference in the video below:


3) Nintendo: the brand bets on classic characters but showed nothing relevant to the public.

4) Microsoft: the Halo franchising was the great highlight of Microsoft’s stand. The Xbox One with new Kinect interactions generated good experiences for the public. Microsoft bets on a perfect balance between the casual and the hardcore player.

5) Accessories: loads of equipment were displayed at the fair, like joysticks, screens and special chairs, but the true highlight was the VR devices like Oculus and the Virtuix Omni (check the video).



6) Final thoughts and some pics: staying in touch with the experience of E3 is something unique. The fair is a place to see how the next year will be in the gaming market, to anticipate the future and make good networking. I came back to Brazil full of ideas (and souvenirs from the stands) and I want to work hard to put some projects in practice as soon as possible (a new book among them). And check some images from this great event.



Go gamers!

terça-feira, 3 de junho de 2014

Indie Prototyping

Jonathan Blow (Braid's creator) giving a talk about prototyping at the Independent Games Summit (part of the Independent Games Festival) in 2007. An excellent presentation on game design with many good insights. Essential content for those who are creating independent games.

terça-feira, 6 de novembro de 2012

JOURNEY: an art framework to play

I really appreciate the work in the area of indie games. Every month we can see good examples of different kind of games in this field.

Some indie games have a very particular way of showing their gameplay. Some have a traditional interface, but others have very different ways of displaying their properties. The game Journey (2012) is one such example.

Journey is a video game developed by Thatgamecompany for PlayStation 3. In the game, the player controls a robed figure in a vast desert, journeying towards a mountain in the distance. Other players on the same journey can be discovered, one at a time, along the way; the two players can then assist each other, but are not allowed to communicate via speech or text and are not shown each other's names.

The only form of communication between the two players is through wordless "singing". This noise also imbues floating pieces of cloth found throughout the levels with magic powers, affecting the game world. The robed figure wears a trailing scarf which, when charged by approaching floating pieces of cloth, briefly allows the player to fly.



Journey was intended by the developers to evoke in the player a sense of smallness and wonder, and to forge an emotional connection between them and the anonymous players they meet along the way.

So we can say that Journey is a trip inside a gameplay. It's a different idea of game (like many others of the same kind) because it balances art (or introspective reflexion) and game. You can appreciate this game as an art framework, but your television is the museum.

With the constant growing of the gaming industry, I think we'll have more and more room to create experimental games like this one. With the expansion of the gaming field we can think outside the box to create new experiences beyond the traditional first person shooters or traditional side-scrolling games.

The indie games area looks perfect for this. Let's try this theory in our own games.

terça-feira, 4 de setembro de 2012

Slender

I'm a big fan of indie games like Braid and Limbo. The latest (free) addition to my collection is SLENDER.

SLENDER is a short experimental horror game based on the Slender Man mythos. The Slender Man is a faceless creature with long arms in a black suit. A living nightmare from horror tales for children.



SLENDER is a first person horror game created by independent studio Parsec Productions, where your only goal is to find 8 manuscripts about the paranormal creature.

The more directly you come in contact with the Slender Man, the faster your sanity drains away. You can’t look directly at the Slender Man, or your game is over. So it’s a kind of horror hide and seek game.

The game has a lot of good features:

1) Simple first person mechanics: you only need to walk and aim your flashlight at the scenery. Perfect gameplay;

2) Very fast: you can play the whole game in fifteen minutes, and each time you play it the manuscripts (the goal) are in different places;

3) Disturbing graphics and good horror atmosphere: it’s the perfect combination for a dark environment experience;

4) A good narrative: as Dille (2007, p.16) wrote, it is important to remember that the history is working in unison with gameplay. The more your story can be told through gameplay, the better. SLENDER has a good balance between horror narrative and the gameplay, you can feel really scared playing this game.

I’m very happy with indie initiatives like SLENDER. Let's support this cause!

Check the creepy trailer below:



And to download it for free from the official website, click here.



REFERENCE:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to vídeo game writing and design. New York: Skip Press, 2007

segunda-feira, 11 de junho de 2012

E3 2012 - The E3 of Disillusion

I want to share an excellent text from the site Gama Sutra (original link here)
**********************************
by Kris
Graft

I started writing an article that was along the lines of "The top five takeaways of E3 2012." That included trends such as connectivity and integration of products (SmartGlass, PS3/Vita cross-play), Sony and Nintendo's lack of a spotlight on dedicated handhelds, and how there was little at E3 in the way of emerging business models and platforms.

Forget that, this is how I really feel.

E3 2012 was finally the E3 of my disillusionment with the so-called triple-A video game industry. And yes, it really did take this long.

On the grand stage in L.A., at the event that I've heard called the "Super Bowl of Video Games," the world's biggest video game publishers made clear at whom they would direct hundreds of millions of dollars of investment: Bloodthirsty, sex-starved teen males who'll high-five at a headshot and a free T-shirt.



What sealed the deal for me was this apparent obsession with violence and vulgarity. Violence in media doesn't bother me. Some of my favorite media (including games) utilizes violence in a very directed way. Self-aware gratuitousness can get a point across. Use violence as a satirical tool, by all means. Use it as a way to develop a tame character into one that becomes a psychopathic murderer.

But why use violence as a tool for narrative or storytelling, when using it as a marketing bullet point is so much easier?

Outside of Nintendo's dry product overviews, the main press conferences at E3 looked like a pissing match of who could say "fuck" more (ooo, bad words!), and who could show off the fanciest, highest-fidelity, most realistic up-close-and-personal (and virtually non-interactive) kill animations.

It's really kind of a shame. If you actually got to see some of these games beyond the trailers and scripted gameplay demos at E3, some actually weren't non-stop slaughter-fests, at least not to the degree to which trailers implied. Some of the violence, in context, made sense.

But if you were an average Joe who strolled into one of these E3 press conferences, and saw hundreds of people hoot and holler when a guy's face gets blown off in high-resolution detail, you might think you walked into an ancient Roman coliseum.

E3 2012 was unabashed pandering to the lowest common denominator, more than ever before. The video game industry wants to be respected as a medium that can be held up to the same creative standards as a New York Times best-selling book or an Oscar-winning movie. Instead, the games industry is complacent in further developing its relegation as a semi-interactive Michael Bay mocking bird.

I want to tell people who watched the livestreams of the press conferences that this is not representative of today's video game industry. There is so much good, so much innovation, so much progression that is happening in other areas of the industry. And people in these emerging areas are actually making some bank.

Attend a conference like CES, you can get an idea of what is sharpening the cutting edge. Go to Game Developers Conference, and you can hear the people who are working directly on games, and understand the challenges they are up against in an industry that is almost overwhelmingly -- yet beautifully -- dynamic in terms of business and creative.

Go to E3 and try to identify trends, you'll soon realize that you're looking into the past. E3 2012 could've been E3 2006. It is a museum without the informative placards. It's an archaeologist's dream. It's a reality show starring a washed-up rockstar. It's old gameplay. Old themes. A parade of old business models meant to pacify retailers, patting them on the head to assure them that they will be as relevant five years from now as they are today. E3 2012 was a fool's circus, more than any other E3 that I've been to. It insulted my intelligence, and insulted my enthusiasm for video games.

I have a friend who is working on a rather well-publicized game for a major handheld platform. He saw the intricate neck-stabbings, the bows and arrows, the line-up-your-reticle-on-that-guy's-head-and-repeat "gameplay," and the press-a-button-to-begin-a-kill-animation "game design." He said that seeing these games made him think, "I sure am glad that I'm making an actual video game." Anyone else who is making actual video games should be just as proud.

If you witnessed E3 as an intelligent enthusiast of video games, you realized the sad truth: The joy is dead, delight is gone. Joy and delight just aren't worth the monetary investment anymore for big-budget games. Joy and delight are replaced by "I fucked your shit up, and I'm a bad-ass, let's crack open a Dew." It took all of these games in one place for me to finally, reluctantly, admit that this is what triple-A video games are now. At least that's how E3 and triple-A game publishers apparently want to portray the world of video games. Are you not entertained?