These days I’m spending most of my work time on creating the minimum amount of assets to continue building the game in Unity. Especially it concerns animations for cut-scenes, which I’m making from scratch. Actually this fact was a major argument for the style, which evolved fron the thumbnails as it was much quicker and easier to animate, bwcause there was no need to deal with outlines, colours and shadows. And overal I found this black&white style very appealing for a lyric and partly philosophical story. A bit later I understood that it’s similar to Limbo, but I use it differently, not in order to create a fearsome and grave atmosphere. Prevailance of white instead of black refers more to light and isolation instead to darkness and unknown, compared to Limbo. From the concept-art point of view we’re more likely to wait for something grim from a dark silhouette rather than a white one.
But coming back to animations, there is not much to say apart from that they take quite a lot of time to make, so I decided that the last climax cut-scene that I’ve finished by this point will have the most animation, whilst the rest of them will be mostly animated in Unity with more or less static images as it’s much faster. This is the example of character animation for the meeting scene.
Thus working on animated scenes is a routine work for me, but for implementing that in Unity I had to get to know the Timeline tool, which I found very useful as it’s possible to control the length and order of animated bits as well as switching from scene to scene without having to create scripts for activating certain objects at the right time. Very handy and this is the second brand new thing to learn about Unity during this project.
I’m still struggling with the complete image of my story and I know I should have finished the concept long ago. Hopefully, when I’m done with the cut-scene, and have no certain areas to work on, the decisions will come faster.
I’ve breen struggling these days with bringing all the ideas and thoughts about the game to some kind of an order. Actually I wasn’t sure about where to start with developing my story. So I started with simple questions which came to my mind, while I was looking at the image, that the player will see for most of the game:
By this point I have already dropped the idea of path choices, because it would be too much work for this project. I still must remain realistic about the deadlines and my work capacity, taking into account we have one more project going and me still having another part-time course. So the game will be very linear with one thing being determined by the other.
After asking myself these questions, I managed to figure out what is the bare minumum of information I have to include in order to produce a complete story. They are “Where is he going?” aka the game goal, and “How did he end up here?” aka the backstory.
Ok, now I need to decide, how to present these parts of story coherently. Almost immediately I thought about cut-scenes, which are a nice way to set a parallel story without messing up the actual gameplay story. So that current events are happenig as the game flows, while bits of backstory are shown in flashbacks.
But at this point I have a problem going on, which is such approach will turn my game into animation actually made in Unity even though player will be able to control the character in one way or another. A very boring walking simulator. So, to include some interaction I’m thinking about incorporating mini games, that will happen, for example, after the character finds a symbolic item. A game will be played and after that a piece of backstory is revealed.
With these thoughts in mind I created the Plan, which helped me get some structure of my future work:
So now we can see that the game is separated into 3 parts depending on the character state. In the beginning the cat is still full of power and is running on his own without player being able to control him. Since it would be boring to just watch the cat running, this part should be relatively short with just, maybe, one mini game. The main part is where the player gets control over the cat with keyboard buttons and has to walk around to find mini games and trigger flashbacks. At this stage the cat is pretty much tired, but still can walk. The further he gets the slower he becomes. Eventually he collapses and final part happens, where the player has to drag the character, making him get to his final destination. I hope that this feature will be able to communicate the filling that only player’s help can bring the cat to his goal.
But with that being said, I still couldn’t see the whole story. Only some parts of it like the final mimigame and cut-scene, following it, which will be the climax of the whole story, that reveals why the cat took this trip, what happened just before the strat of the game, when we see him alone in snow desert, and where is he actually going. That will connect story with the backstory.
By that time I was already uncomfortable that I still have nothing done physically about the game, so even without having all parts of the story thought through, I started working on the parts I was sure enough about. I understand that it’s not the best way to do, because it can end up with these pieces being reworked or cut out eventually. But at least I can set up at least a small piece of prototype and create some assets.
As a warm-up I started with the music mini game, where you have to recreate the melody the cat sings. And I couldn’t think that such a simple task would require me much more time than I expected. About 2 days actually. I did the drag&drop mechanics before, but I ran into the problem of spawning notes in a particular order while clicking the same button. This is where I had to learn about lists and resourses folder. Fortunately, with the help of Zhan, fellow students and a couple of youtube tutorials, I solved the issue and the first mini game was ready.
Music is symbolic, because my friend is a musician, so it’s one of the first things to come to my mind. The notes are also special which are first 4 notes of Lensky arioso from Eugene Onegin opera, which contain phrase “I love you”. Actually this refers to a post, spotted in russian social media from time to time about the strength of education in tzar Russia. The post tells about a girl, who saw these 4 notes in a lock charm of her granddad. When he asked her to guess, what’s encrypted in these notes, she quickly sang them and recognized the arioso and the words “I love you”.
I thought that this would be a clever reference, but quite soon realized that barely anyone will be able to understand the reference, so I eventually changed the song to the current main theme. But the original notes still left and my friend even recorded sounds for them.
Apart from that I made some preparatory work at this stage that is background elements, cat run and walk animations and controls, which I will need later.
Since we are about to make a pitch of our game, I need to develop the idea a little bit to understand myself what I’m about to do. So first of all I need to decide on what I want from this project and set up some key points as well as personal objectives (which I will still need in future for the report).
I have already done my research, which helped me to clarify some concept points. For example, the relation between story and gameplay. That I must find the way to support the narrative with interaction that player is about to perform (I’ll elaborate on that down below). Environmental storytelling will play a significant role in the project as this is one of the main sourses of information and ques in wordless games. I also started thinking about particular game mechanics like choices, so that different choices (for example choose to go to an abandoned village which will lead to some kind of flashback memory or proceed through the snow field and not get that) will lead to different bits of information, to actually affecting the ending, but can bring some amount of replayability as you can see from the list of my inspirations like games from Dark pictures.
My main challendge to overcome here is to compensate lack of game mechanics with visuals and story because I’m still lacking enough coding skills to implement something complicated or completely new for me as I’ll have to spend a lot of time learning the coding itself while project development will stay on halt untill I manage to mage a small game feature. So since I’m making a story – then I’m making a story, not a challenge experience.
Also, following my case study analysis scheme, I made the same analysis for my future game to help me understand, that the features I’m going to implement are there for a reason, but not just because I want to.
Also as you can see, I’m already thinking through the commection between story and gameplay. So that as the game proceeds, the cat will get more and more tired up to the point when the player has to literary drag him further to eventually bring him to the final destination. I believe that playing around with character controlls will be an interesting solution to intertwining gameplay and narrative.
This week Trini continued our research part with case studies of several satyrical games
We are still working on that and if needed, will make a deeper analysis, depending on the information we need further.
Also we did some brainstorming and came up with 3 ideas:
“Dress your character”: the game is reacting in a fun (or sometimes creepy?) way for the “wrong” choices of clothes and other stuff. In the end the result tells you to what extent you’re a conformist or smth like that.
“The Challenge”: the goal is to get to the counter while taking a range of things you need. But the space in the basket is limited to just one type per item. The robot will try to make you take the things it offers. If you bump into the robot, the item slot will be taken by his item and you’ll have to move towards another one. In the end you can see how much your stuff you managed to save.
“Click here to continue playing” Player tries to click the ‘play’ button on the game (or a button or something), but is swarmed by fake ‘advertisements’ popping up saying that they will help them, or with real stuff that advertisements say like “click here to lose 50 pounds” or something, they have to close out all the x’s (which are tiny). There is a hidden timer that will show you in the end how distracted you got from your goal? Gets faster and faster
For now we have chosen the second option because it offers the challenge element and will communicate the idea of struggle with manipulative ads not only via visual cues, but with the mechanics itself. I feel that the game will be stronger if the message is supported by the gameplay as we have established in the literature overview. Thus elements of other idea options, like popping out adds, can be incorporeted in the main gameplay to emphasize the main message even more and make the experience more annoying.
Having decided on the main idea canvas we have distributed the roles. Trini will do the coding while I am responsible for overal style and assets. Trini is already doing some coding tests. I am experimenting on art styles from which we would choose the one to develop further. As style references we have a top down pixel option
and a more smooth one like in Dumb ways to die. This is still in progress.
This term is devoted to narrative games in their various forms like autobiographical, political, and philosophical. All these game genres are characterized by prevalence of a narrative element the main function of which is to communicate a message. So, I would like to start the research on the topic from revisiting an abstract from my BA thesis, mentioning the split in approach to narrative analysis of video games:
“Worth mentioning here is the “narrativists vs ludologists” conflict in the area of game studies which significantly influences the choice of approaches to game analysis. In brief, narrativists (Ryan, Jenkins, Simons) tend to treat games as texts or stories, “study them alongside other storytelling media” (Jenkins, 2004) and consequently apply methods of narrative analysis. Ludologists (Juul, Eskelinen, Frasca), on the other hand, accuse narratology of “colonization” (Wesp, 2014) and “want to see the focus shift onto the mechanics of gameplay” (Jenkins, 2004). The debates are very deep and still ongoing, but I find the in-between position of Espen Aarseth (2012) the most appealing one as he calls for approaching the problem from the core structure, that is shared by both games and stories, – the four dimensions: world, objects, agents and events. Aarseth in general presents a narrative theory of games and proves that narrative theory can be used for games not neglecting their special features as a separate medium.”
As I have mentioned in project aims and objectives, I would like to focus on wordless narrative games, therefore I have established several key points to research and apply in the process of artifact production. Apart from general overview of works, devoted to wordless games, the main question I need to answer is what game elements are responsible for “telling a story” and communicating the message to players. I will provide several case studies of silent games to see not only which elements tell the story, but how they do it as well. Eventually I will get some understanding of which way to go and what to keep in mind while working on the wordless game of my own.
Games, obviously, are not the first medium that rejects words to tell a story. Laura McGee (2013) gives a brief retrospective about narrative minimalism in mediums, related to games, from which evolved similar approach to games. First of all, the film medium. Maria Carluccio (2016) also gives overview of that medium in terms of wordless picture books’ research and states that in order to keep the viewer engaged in the story, it must reveal itself gradually and make the viewer constantly ask questions of “why”, “what will happen next” or somehow try to predict future events. [p.67] Same applies to games as they rely on visual sequence as well. Coming back to McGee, she also mentions the fact that games literary started from being very minimalistic in narrative due to their dependence on technological levels, so “plot was kept to a bare minimum if there at all and narrative cues primarily existed to give context”. As technologies progressed wordlessness became an artistic choice as it allows to experience the game in a more deep and personal way. As both McGee (2013) and Gaikward (2014), and many other researchers in interactive storytelling field agree, human imagination works with patterns and does not need many detailed descriptions in order to produce a wholistic image. It prefers to construct meanings from small bits of information and that is what various media, focusing on telling a lot through less, try to work with and make watchers/players have a much more powerful experience.
While trying to narrow down my research to wordless games, I found out that researchers barely touched on the topic. A lot of scholars debate on questions of game narrative in general (like the abovementioned Ryan, Jenkins, Simons, Aarseth), but I managed to find only one definition of a wordless game by Emma Reay (2020) in her analysis of the games like Little nightmares and Inside: “Wordless video games convey narrative meaning, game rules and ludic feedback through visual, audible, haptic, and mechanical signifiers without the use of written text or verbal speech, other than in the extradiegetic game menus or title screens. Additionally, wordless video games don’t convey information via a ‘heads-up display’ (HUD), which is an interface overlaid onto the game world that displays information on score, lives, time etc.” [p. 8]
Due to this issue I had to base my research on related wordless narrative mediums like silent comics and picture books. Here I want to two main outcomes. First one was partly mentioned above – “show, don’t tell” principle. It means that players can reconstruct the narrative only with several correct clues from the author. To elaborate this point Carluccio mentions that creators should “consider, how much they want the viewer to guess at the story and how much they want to ensure the story is communicated clearly” [p. 59] This is important because imagination differs from person to person as well as cultural differences can lead to ambiguity and several various interpretations of the narrative. Because, as she rightfully claims, “there is no guarantee that the story they [creators] intend [to make] will actually be the story the viewer takes away”[p.56]
Second important point is “why silent?” e.g. why does a particular game or narrative doesn’t use text and how does it benefit from that absence? Here I would like to start with the example of The Arrival – a silent picture book/ graphic novel (opinions vary) by Shaun Tan. It is a story about migrating to a completely foreign country and trying to adapt to the new life there. I completely agree with Sly’s (2020) outcome that silence gives us experience of “trauma and alienation as well as silence resulting from people not having a shared language”. Such omnision makes the story “interactable” because together with the character viewers try to learn and understand the rules of a completely unknown world. It is supported even more by peritext, where even we, the ones outside the story, can’t understand a thing as it was designed not to resemble any known language. By excluding the core means of communication we can not only consciously understand that the character is alone and doesn’t understand a thing as if could have read about it but can feel in on our own. So, silence significantly deepens our experience.
But let’s turn to games medium. Games are different from picture book and comics because of direct player’s interaction, game rules and mechanics that provide and control this interaction. So, the effects of silence would be different. I want to take 3 games as examples: Little nightmares 1&2, The Journey and The Flower. Apart from the question “why silent?”, I will define which visual ques (according to Carlussio) they use to communicate narrative and what role gameplay has in this communication.
The Journey:
Why silent? The case of Journey is related to The Arrival. All locations that we visit are vast deserted areas where our protagonist is the only one standing (we omit the multiplayer feature here). Verbal silence intensifies the feeling of loneliness as well as relates to the characters backstory, who turns out to be the last one standing from their civilization. Thus, you may argue that technically there is a form of verbal communication, using square signs and sounds. But it has the same peritext effect as in The Arrival. We as players don’t understand their communication and the meaning of squares. Everything that players really need to understand is depicted with clear images, that form parallel narrative, that eventually forms backstory of the world and produces meaning. If we analyse silence from the point of operational and interpreted components (Schellekens, 2020), wordlessness functions within interpreted ones (the ones that communicate message to player on their own): theme and aesthetics. From the theme of a lonely traveller in a desert and a destroyed civilization silence is a logical element while most of all we as players feel the influence of silence via aesthetics when there’s literary no one to talk to. Even a potential narrator. We have to find out everything on our own.
What visual cues? We can notice 2 types according to Carluccio, which are symbols and title. Thus, they communicate very little narrative information. The majority of it is communicated via environmental storytelling, where in each location we can see the story (picture sequence on walls + story fragment before proceeding to the next one) and its consequences, that is the ruins. By merging two types of information, we understand the main plot.
How gameplay communicates the narrative? Journey has a very simple gameplay. Though it can’t compare with environmental storytelling, core mechanics support emergent narrative. For example, we have to free cloth creatures from fragments of some cages in the beginning. Later on we find more preserved ones, which turn out to be snake-like machines and at some point we meet them alive which try to damage us. So, two mechanics “free the creatures” and “avoid cage-creatures” add to the world story narrative.
The Flower:
Why silent? Silence supports the theme element, which is nature. Most of the game is about the petal wind flying around. Player just does not need any verbal guidance or information. He must feel free and alone, being able to go wherever with a pleasant music in the background. In this game silence is related to aesthetics and game dynamics elements. Especially dynamics, because without any literal instructions at the beginning of the game you do not have particular understanding what to do and where to go. The clues are made only visually, and player must spend some time just flying around and enjoying colourful scenery. What was intended by developers in the first place.
What visual cues? Like in Journey it is possible to distinguish only 2 types – symbols and title. Petals symbolize nature and electric tower symbolize the city. Supported with gameplay it is not hard to get a simple message of nature struggling with the grey city. Again, most of the job does environmental storytelling and how locations transform from colourful and airy to hostile electrified and stiff ones as we approach the city.
How gameplay communicates the narrative? Gameplay can be described in one short phrase: collect petals and avoid electricity. From collision with electric tower players get a clear message that the city destroys nature. But closer to the end, we get another mechanics, which is demolishing the towers, which develops the narrative to communicate the main message.
Little Nightmares 1&2:
Why silent? First of all, I think that it contributes to the genre, which is horror. It is supposed to produce mystery and fear, because silence is like darkness: the unknown is what scares the most. Secondly it works well in combination with the main characters, who are children. Reay (2020) states that from one point it hints on children’s “quiet compliance”, making the player feel like “an anxious parent, protecting a dependent child as it moves through a dangerous world” [p.1] From another point it increases mystery and disturbance, when children become stronger with potentially sinister intentions and they “seem imbued with authoritative knowledge” [p. 12] Silence is needed to influence player’s perception of the story and characters, which means it is directly related to aesthetics element (which is “how it feel to play the game”).
What visual cues? Little Nightmares have more visual cues as it presents humans and human-like creatures that express a big variety of gestures. A significant amount of storytelling goes by symbols, which make players engaged in the process of finding out their meaning. For example, in part 1 the eye that is present in many locations and is even an obstacle at some point. Part 2 is especially rich in symbols, that can help players develop their understanding of narrative. That is the music box of Six, the door that Mono is constantly trying to reach, TV sets all over the game etc. These key symbols make us ask questions and suppose their meaning and role in the story while playing. Players are interested in finishing the game in hope that the meaning will be revealed in the end or at some point of the game. The key engine of Little nightmares is mystery which creates dynamical interest in the narrative. We are in constant state of “what happens next?” For example, in LM2 with each location change we wonder, which one will be next and what monsters are awaiting there; the mysterious Thin Man by giving us small hints first forces us to move further to reveal his origin, which is the climax of the whole game and turns the narrative understanding inside out. Peritext-like elements are also massively present in the game which allow players to have debates over the whole game story. For example, portraits of the characters, that we saw before together with the ones we don’t know makes us ask questions one who they might be. In LM2 children’s chalk drawings giving hints to future or some explanation to the past events etc.
How gameplay communicates the narrative? Basically, the gameplay supports the message of vulnerability of child characters. All we can do is hide and trick monsters. But gameplay changes dramatically together with the story and supports the narrative trick. As children gain powers, they not only start to attack, but player gradually has less and less control over them. Especially it is vivid in the ending scene of LM1, where Six devours souls of everyone around, and player has no control, but to let her move forward.
Outcomes:
– Wordlessness of a game is a tool that must be applied for some particular purpose. Mostly to enhance some kind of feeling and make the experience deeper and more immersive. Depending on the genre, silence can me calm and meditative or disturbing. So when thinking through a project, we must clearly answer the question “what for do I need this silence”.
– Absence of words already communicates a message on the level of aesthetics most of all. It means players can feel something they not always can verbalize. I believe it is a deeper level of interaction with the medium.
– Words or verbal clues are the pieces of the narrative puzzle that can be deliberately omitted in order to stimulate players’ imagination and make them produce meanings by themselves. Alongside core game elements it creates narrative dynamics – the holes, which players’ mind need to close in order to feel comfortable. But important to remember that the main message must be communicated clearly via other elements because there is no guarantee that players will take out the same understanding as developers intended.
– Most of communication in case of wordlessness relies on visual cues. Case studies showed that the most widespread ones are symbols and peritext together with environmental storytelling. Since characters can say nothing, the surroundings will.
– Silence must be supported by gameplay. Characters must demonstrate behaviour and abilities in correspondence with the narrative state they are supposed to be in. Otherwise, the aesthetics will not work properly, and the message is highly probable to be distorted or the narrative will not be engaging enough to keep the player interested.
– In terms of the story, I must clearly think through, what parts of it can be hidden or omitted in order to still keep the main idea clear.
SOURCES:
Carluccio, M., (2016). Wordless Children’s Picture Books: A Universal Language, Fashion Institute of Technology, State University of New York.
Gaikward, K. (2014). Use of a Wordless Narrative in Gaming. Available at: https://www.gamasutra.com/blogs/KaranGaikwad/20140831/216312/Use_of_a_Wordless_Narrative_in_Gaming.php (Accessed: 21.02.2021).
Jenkins, H. (2004) ‘Games design as narrative architecture’ in Wardrip-Fruin, N. and Harrigan, P. (ed.) First person: new media as story, performance and game. Cambridge, Ma.: The MIT Press.
Mcgee, P. A. (2013) Minimalism inGame Narrative: Can we say more bytalking less? Available at: www.dreamfeel.net:http://www.gamasutra.com/blogs/PaulAndrewMcgee/20130517/192492/Minimalism_in_Game_Narrative_Can_we_say_more_by_talking_less.php (Accessed: 20.02.2021)
Reay, E., (2020) Secrets, Stealth, and Survival The Silent Child in the Video Games Little Nightmares and INSIDE. Barnboken, 43.
Sly, C. (2020) An eloquent silence: The value of wordless narratives. Scan, 39(7).
Schellekens, J., Caselli, S., Gualeni, S., Giappone, C. (2020) Satirical Game Design: The case of the Boardgame Construction BOOM!. In In the Proceedings of The International Conference on the Foundations of Digital Games. FDG.
First I was going to continue one of the 3 games we had to make for the beginning of this unit and when the oficcial start of developing the final piece I was considering which one to choose. But just I was about to decide, an event happened that I considered the best option to turn into a concept of an autobiographical narrative game.
In late February just a week before my birthday my friend was denided entry to the country due to covid restrictions and had a very rough trip back home which included walking 5 km in snow and cold in the middle of the night, trying to catch several cars and a bus. Not mentioning our disappointment, because we’ve been waiting for this meeting for more than 6 months.
Overwhelmed by emotions, after he reported that he made it back home safe eventually, I decided that this is the personal story I want to tell in my game since it quite relevant for many people these days, when we can’t see our loved ones when we want to. Apart from that I want to show the situation from both perspectives. From the perspective of my friend, who had to physically overcome obstacles and mine, when you’re staying have hundreds of kilometers away and can do nothing to help, but to comfort somehow over the phone when there is a connection available.
So for now I think this will be a wordless story, because I want players to feel the atmosphere and emotions themselves as well as leave some space for their personal interpretation and relation to the story. I want it to be something like Journey – a small, but stylish atmospheric game with a simple plot, whict communicates the message that if you support and care for each other, then anything is possible to bear.
I am also thinking about including symbolism in the game. Since I’m telling a personal story, they will be the ones we have between us two, but again, quite common for many people, so they still can relate to some of them. These can be common activities like playing games, listening to music or more private ones, but still open to be adapted to player’s personal interpretation.
For this unit we decided to cooperate with Trini again and choose the brief about adapting a comic strip from the New Yorker. This week we decided to start with research and literature review. While I’m doing theoretical research on satire, she is doing several ca\se studies on humoristic and satirical games.
Satire in games design
Since the topic of our collaborative project is comic strips in the New Yorker, after researching and analysing several of them we noticed that quite a significant amount is based not only basic humour, but includes an element of satire. We decided that this is an interesting, but underrated element withing games design, so it would be interesting to make some research within this area to implement further in the game.
Theoretical part of the research includes answering the questions of what is a satire, what is satire in games specifically and if it has any distinguishing features within this medium. Practical part includes analysis of several case studies, e.g. games with a noticeable satire component and, finally, analysis of the comic strip of our choice to be transformed into a satirical video game.
We will highlight the general definition of satire briefly as it is not our main question in focus. All researchers of satire agree on the position that it is hardly possible to make a solid definition of satire as arguments on its essential features vary greatly from author to author. Declerq (2018) mentions that there’s even consensus that satire has no essential features. [p. 321] Feinberg (1967), for example, gives a very broad understanding of satire as something that “pretends to be something other than what it really is”. [p.3] But like the majority of scholars still mentions 1 main feature (that we can consider as essential, but opinions vary) – criticism of something. In most cases it comes together with humour, but the amount of it varies greatly and even its necessity in a work to be considered as satirical is still debatable. For the purposes of our research we have chosen Declerq’s definition which matches with the understanding of satire by scholars, who research the topic within game design area. So we would define satire as “a genre with the purpose to critique and entertain (with the qualification that these purposes necessarily interact, although neither is wholly instrumental to the other).” [p.328]
If we narrow down the area to game design, we can notice that the topic of satire in video games is barely touched. In a relatively old work (2002) Helene Madsen made an attempt to research satire in short flash games like “The Mustafa Game”. She claims that games of such type primarily exist to communicate an idea, rather than entertain. [p.76] She applies Feinberg’s study of classic satirical techniques and demonstrates how non-narrative satirical devices work in these games, and illustrates usage of incongruity, surprise, pretence and superiority along with their subtypes. Thus we think that Madsen didn’t manage to distinguish any particular functions or characteristics of satire that are specific for games. Because according to her conclusions it is not games that bring new aspects to satire, but satire as a classical genre and its techniques “allows computer games to exceed themselves as games” [p.86] But despite that she finishes with an interesting point that urge of “game mastery”, e.g. player’s wish to reach game goal or the best highscore can work as a satire itself, especially is the gameplay was intentionally designed to be hard. “Why spend a lot of time on a game that is meant to be too difficult? This is also part of the joke” [p.86]
Thus, the article points out several satiric techniques proven to exist and work in games. For our project we now have some understanding of which techniques can make our game work both as satirical and humoristic. The best techniques so far are parody and superiority since we will be highly likely to touch upon social satire. A deeper look into Feinberg’s study suggested even more relevant techniques such as reductor ad absurdum, caricature, unexpected honesty and symbols. [3, pp. 101-198] Together with that worth thinking about if we could make the gameplay itself work as a satirical element.
Hence, we will focus on the recent article by Caseli et al (2020) who consider games as a new means to express satire and try to distinguish new features of it, relevant particularly to the game medium. Their main definition is identical to Declerq’s, where they focus on 2 key elements – critical intent and entertaining purpose. So they claim, that “as long as a discourse or narrative necessarily sets out to entertain and critique some state of affairs via the use of win, derision, irony parody and so on, it could be understood as satirical” [p.4] What they notice, however, in terms of novelty in understanding satire in such a new medium in games, is that it acquired a new feature – playfulness, which means a viewer or player being involved into it instead of being a silent observer [p.3]. Based on the theory of procedural rhetoric (introduced by I. Bogost) they state that games “can be satirical due to their procedural rhetoric”, e.g. because game designer made it work as a satirical artefact, but at the same time “satire can exist only during the players’ appropriation of that rhetoric while playing” [p.5] In other words despite game rules or other game elements are designed to express satire, the game can’t be considered satirical if player themselves doesn’t understand it as satirical. In addition, worth mentioning is that in games often “satire is ultimately context-relative”, which means players must know or recognise some historical or cultural facts on the game theme.
Caseli’s ideas in combination with game components, identified by Treanor et al were developed in a practical way by Schellekens et al (2020), where they create and analyse satirical game design on a board game of their own “Construction BOOM!”. Their main idea is based on defining 2 groups of game components: operational elements (like goals, mechanics, performance etc.) and interpreted components (like dynamics, theme, aesthetics). The evidence provided profs that satire must be present in both groups of elements, but at the same time “operational elements on their own don’t provide sufficient information to players for them to reach conclusion on the game’s satiric intent”. It means that “operational elements can reinforce satirical elements, but are unable to communicate the message on their own” [p.2] Schellekens et al illustrate every element from both groups from the perspective of satire functioning and also mention an important role of paraludic components (such as instruction videos, packaging) which can provide “further elucidation of the satiric intent” [p.9] This can be pointed out as another new feature of satire with its ability to go beyond the “text” it originates from.
We found the two latter sources as the most relevant for now. Caseli stresses on the idea of balance between the 2 key features of game satire and advices that “one way of ensuring that critique is not overshadowed by entertainment is to bring the designers’ intention into the foreground to reduce the possible variations that could occur in the process of their interference” [1, p.6]. With practical approach of Schellekens we could define more carefully via which game elements we are attempting to express satire and if our gameplay elements cooperate with interpreted components and successfully communicate satirical intent.
Sourses:
Caselli, Stefano & Bonello, Krista & Bonello Rutter Giappone, Krista & Schellekens, Jasper & Gualeni, Stefano. (2020) Satire at Play A Game Studies Approach to Satire. DOI: 10.1145/3402942.3403007.
Dieter Declercq. (2018) A Definition of Satire (And Why a Definition Matters). The Journal of Aesthetics and Art Criticism 76, 3 (2018), 319–330.
Feinberg, L. Introduction to Satire. The Iowa State University Press, Ames Iowa, 1967, 101-42, 176, 205, 143-75, 206-75.
Helene Madsen and Johansson Troels Degn. (2002) Gameplay Rhetoric: A Study of the Construction of Satirical and Associational Meaning in Short Computer Games for the WWW. In Computer Games and Digital Cultures Conference Proceedings. Tampere University Press. Available at: http: //www.digra.org/wp-content/uploads/digital-library/05164.20160.pdf (Accessed: 14.02.2021).
Jasper Schellekens, Stefano Caselli, Stefano Gualeni, and Krista Bonello Rutter Giappone. (2020) Satirical Game Design: The case of the Boardgame Construction BOOM!. In In the Proceedings of The International Conference on the Foundations of Digital Games. FDG. Available at: file:///C:/Users/ValeryCrow/OneDrive/Desktop/ACM_Style_Construction_BOOM__Pre_Print_2col_Version__.pdf (Accessed: 14.02.2021).
This is a small update of rules and map after the final playtest. I’ve updated the “how to play” section according to the process, depicted in play video. We decided not to mention the game master directly, but technically this role still exists. One of the players will take it as the broadcaster of the map.
Changes in the map include 2 additional rooms – attic and corridor as well as door between game room and kitchen. So that hunters have more options to move now. Attic was added to give ghosts a clear start space. And a rounds marker space just to note how many times the teams have won. And the map was turned landscape, so that it can be shared right from the rule set.
Today we finally had our last playtest before submission to try out the 2 options for our rules.
Firstly, I have revorked the rules according to our previous discussions and designed the look, and had some friends read them to give feedback. The rulles were described as clear and easy to understand. Also they preferred the option without a game master
Playtest option 1
We decided to test this option as well. Thus from the beginning it went not very coherently as we’ve mixed the two “how to play” versions. So players acted according to the following scheme:
Ghosts mute themselves and hunters decide on their positions (they discuss it and form a strategy)
Hunters mute themselves and ghosts decide on their positions (same applies to ghosts)
Hunters reveal positions and clashes are announced, as well as rooms, claimed by ghosts. This can be done by any player as they wish, preferably the one, who’s sharing the map and can make marks.
Such approach went quite well, but according to playtesters’ feedback, had several major issues.
a) That most of the time players spend silent and waiting for the other team to decide. We didn’t set the time limit for discussion, so sometimes it took quite long. Also there’s a big opportunity to cheat.
b) We found out that hunters’ moves are quite limited. Playtesters offered at least to add a door between kitchen and game room, so that they can access that part of house faster. Since they’re allowed only one move to a connected room per turn, they end up wandering between entrance, living room and kitchen for most of the time. Another alternative suhggestion was to allow hunters up to 2 moves per turn. Thus this part is debatable, because hunters always prevail over ghosts and as a team we think that allowing ghosts have some extra rooms claimed in the beginning of the game because hunters can’t get there physically yet is fair enough.
Playtest option 2
After that we tried another option which is basically a bit improved original scheme (this was offered and developed by Trini), where everyone should have typed in their position at the same time. This time the positions were revealed simultanoisly per team and it was made spontaniously without any discussion, so that players have to rely on mostly luck and knowledge of each others possible strategy or behaviour.
Moving patterns remain the same: hunters limited, ghosts can go anywhere. Clashes are now announced on the end of hunters’ turn. Who starts first is decided by luck, let’s say, with the help of a coin. Or another random challenge.
Playtesters found this version far more fun and enjoyable as well as quicker. Which is fair enough, because the previous one had no discussion time limit. Here discussions are eliminated at all. Since desisions are almost spontanious and quick, players make more strategy mistakes and clashes happen more often, making the game more dynamic.
Among other suggestions for the future were to resolve stailmate issue, because hunters almost always win them. With randomness of this version ghosts should have more opportunities to survive the stailmate;
To add more rooms to the mansion as the game ends quite fast. What I will partly try to do by the submission date;
To introduce the opportunity for hunters to undo claimed rooms, because ghosts claim them too fast sometimes. The problem with the claimed rooms was that players didn’t tend to enter or pass them even though it is allowed by the rules. We’ll try to enphasize it more in the rules, I think;
The game master issue
Still I have noticed one issue here. Even though we decided to eliminate the role of a game master, technically we still have it as someone has to share the map and mark the positions as you’ll see in the game process video. This person announces clashes as well. Anyone can take up this role from any team and still play the game, but technically we didn’t manage to get rid of the role completely. Otherwise the game would be chaotic.
Conclusions:
The game is mainly working, not according to the scheme that we intended to playtes, but we managed to update our original shoutout idea and bring the chaos to the minimum. Also we don’t need to use technicalities like sound muting. The game is not finished at this stage and can be developed further to enlarging the mansion and adding some features like the one to undo the ectoplasm. The balance between hunters and ghosts need adjusting as well. But still it’s a decent working prototype wich was successfully created by collaboration of 3 people: Arthur, Trini and me. We enjoyed it 🙂