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Gameplay & Narrative Notes

These notes are based upon the meeting we had on  06/3/23 and are the conculsions we have come up with so far. More information about the phenakistoscope is in Ruxin’s Room Concept  here. 

The Narrative 

This game is about discovering lost memories, through remembering old feelings and experiences in a surreal way that’s shown  in each room the character enters. The player’s goal is to discover their lost memories by finding objects in each room and escaping the maze to reveal their lost memories.

At the end of the game, when the player escapes the maze with all the objects retrieved from the game, the player enters the last room where they place all the objects they collected onto an ancient toy called the phenakistoscope. The objects spin together on the phenakistoscope and creates an image of a person growing up in all the different stages of life.

The Gameplay

The game begins in an introductory mode, where the player finds the room and the object it contains very easily in order to teach them how to the play the game.

After this tutorial, the game proceeds but this time some rooms may be harder than others. When the player finds the object, it also acts a a key to that lets them leave that room and continue further along in the maze.

The objective is the same in reach room, (find the object) but each room looks different from the other and symbolizes one of the different stages of life based on the theory on psychological development of human beings by  Erik H Erikson.

  • Infancy, Trust vs. Mistrust
  • Toddlerhood, Autonomy vs. Shame/Doubt
  • Early Childhood, Initiative vs. Guilt
  • Late Childhood, Industry vs. Inferiority
  • Adolescence, Identity vs. Role Confusion
  • Early Adulthood, Intimacy vs. Isolation
  • Middle Adulthood, Generativity vs. Stagnation
  • Late Adulthood, Ego Integrity vs. Despair

Environment, Music and Sound

The maze is in the shape of a Rubik’s cube, where the character is navigating through a non euclidean space. The player cannot trust what they see since there are false doors, dead ends and other such things. In order to navigate this maze since they can’t trust their eyes, the players will have to use sound in order to find their way out. The sound, however, is not located in the virtual game world, but only in the physical space the player is in.

The music in the game will be used to create a strong sense of narrative, the soundtrack that’s heard in the rooms helps make the connection between the game play and the character and builds out the emotional side to the story.

Since sound is being used to help navigate in the maze, it is a key component of the game. The sound will be heard in the physical environment so we wait till maze prototype is ready to test how the sound will be used to navigate the maze.

The List of Rooms & Build Arrangements

  • Infancy, Trust vs. Mistrust

(Pending,  Alex for now )

  • Toddlerhood, Autonomy vs. Shame/Doubt

(Pending, Linteng for now)

  • Early Childhood, Initiative vs. Guilt

– Princess and The pea – Alexandria

  • Late Childhood, Industry vs. Inferiority

– Sadness – Bohan

  • Adolescence, Identity vs. Role Confusion

– Yogesh

  • Early Adulthood, Intimacy vs. Isolation

– Loneliness – Ruxin

  • Middle Adulthood, Generativity vs. Stagnation

-Nightmare / Dark Mood / Atmosphere – Linteng

  • Late Adulthood, Ego Integrity vs. Despair

(Pending, Ruxin for now)

Decisions and Next Steps

We still have decisions to make as to what the final room is going to look like but we know what is going to happen in this room.

Ruxin would like to make the scope. Zhaoyi is interested in doing the sound for the animation of the scope.

We also need to decide on what will be seen in the room, after the character places all the objects on the scope, and after  the animation scene of the scope.

We also need to decide upon what the objects the player discovers in the room is going to look like.

We are all going to begin creating the models for the rooms, or the drafts of the rooms concepts.

Roger and Bohan will collaborate on the programming. Roger will begin creating the maze prototype.

Room Theme Concept (Part 9)

Narrative

The main theme of this game is about memory and emotion of a person, and the content and style of each room will be designed according to the emotions of the main character at that particular stage.

According to the theory on psychological development of human beings (Erik H Erikson), the development of human psychology can be divided into eight stages. There are more details follow this link. Each room of this game can be associated with a specific stage and the objects in the room are designed according to what the main character is likely to experience during this stage. For example, the room that represent the stage of infancy will contain items related to the mother, mildness and other things that connect with trust/hope.

  • Infancy, Trust vs. Mistrust
  • Toddlerhood, Autonomy vs. Shame/Doubt
  • Early Childhood, Initiative vs. Guilt
  • Late Childhood, Industry vs. Inferiority
  • Adolescence, Identity vs. Role Confusion
  • Early Adulthood, Intimacy vs. Isolation
  • Middle Adulthood, Generativity vs. Stagnation
  • Late Adulthood, Ego Integrity vs. Despair

Idea of Gameplay

Each room has an incomplete phenakistoscope as the key item.

The player needs to explore the room and collect pieces to repair the phenakistoscope, which contains elements reveal the life stage that the room represents. When the player collects all the pieces, the phenakistoscope will begin to rotate and show the animation that reveal the experience of the character.

 

Room Theme Concept (Part 8)

Room 1 – Beginnings

Colours: Hazy but colourful forests and trees. 

Sound style: A grand but mysterious atmosphere that slowly grows into anticipation for what lies ahead. Optimism and excitement. 

Description: Flowers and vines grows and expand as the room shimmers in a purple hazy light like a violet jungle.

Room 2 – Adventures

Colours: Dazzling, flashing lights in lightning, zig-zag patterns.

Sound style: A blazing orchestra full of vibrancy and pace

Description: An expansive fortress with golden rain pouring down. An abstract almost 2D dimension.

Room 3 – Goodbyes

Colours: A soft, black and white sky of golden stars. 

Sound style: Soft piano, reflective and slow. 

Description: A web of memories. Not all goodbyes are happy ones but not all of them are sad either. 

Room Theme Concept (Part 7)

Room 1 Light and shadow switching room

Keywords
Childhood memories, growing up, change, breaking the mirror

Narrative design
This room may have once been a toy room for the player or others, but in the present the owner of the room has grown up, so the room is rarely entered at present. The two states of light and dark represent the two states of this room, one where the person used to stay as a child, and the other represents the dark state of the room when the person grows up. It is also hoped that the story of the main character will lead the player to discover the truth of this room. The owner of the room has encountered problems with his parents’ divorce in this room, which has left the room untouched for years, and the photos that the player has to piece together are childhood memories of the owner of the room, fulfilling the owner’s desire to go back to when his parents were still together. This could also be the break-up of a friendship.

Gameplay design
The gameplay of this room involves the player collecting hidden items in a room with alternating lights, which switch every 30 seconds. The items in both the dark and light rooms are the same, just in different states. The light rooms are clean and tidy, while the dark rooms are dusty. Players must make the most of the switch between the dark and light rooms to collect items while following clues to find different items hidden in the room and combine them to unlock the room’s hidden secrets, such as broken photos or toys. The style of the rooms is based on a childhood story. Half of the photos are in the light and dark rooms and the player will complete the game by combining them together.

Basic Demo

Room 2 Visual Dislocation Room

Inspiration

Superliminal 

Key words

Visual confusion, Dreamworld (Inner World)

Concept

“Your eyes deceive you, what you see is different from what you actually are. ”

Narrative design
This room is owned by an elderly man with Alzheimer’s disease who often has trouble remembering things, and because of his age it also often looks at objects that are sometimes large and sometimes small. This room contains two of the most precious memories of the old man’s life, one of his family and the other of his friends. The misalignment of objects in the room also represents the misalignment of the old man’s memories due to his illness.

Gameplay design
The player enters the world as the old man usually sees it. All objects become larger or smaller depending on the player’s interaction, tricking the player’s eyes into seeing a different size than the actual object, and the player needs to manipulate the size of the object in the correct location. The player needs to find the correct position to discover the most important memory of the owner of the room (this can be two objects / or one object, such as a painting, but with different content in different locations) in order to pass the game.

Room 3 Emotional Detective Room

Key words

Emotional feedback, Case resolution

Narrative design
The conclusion of this case was a suicide. The owner of this room was a child with autism. This room is the sanatorium where he stayed and where his parents trusted the promises of the sanatorium and placed him in foster care for treatment, but in reality, the sanatorium did not cure him and his parents did not visit him after they sent him there. And, as many of the items carry emotions from the different stages of his life before he committed suicide, the player needs to find the truth about what really led to his suicide. The player will discover that the ultimate reason for his suicide was the truth about the death of the only friend he knew in this sanatorium, and the recorded phone calls of his parents who actually tried to abandon him.

Gameplay Design
The player enters the room and interacts with different objects in the room that carry different emotional reactions of the owner (which can be detected by the lights and sounds of the objects). The player has to find objects in the room that are related to the case and eventually deduce the murderer of the case in order to put the owner to rest. Objects in different stages have different emotions, so the player has to find out which objects are key to solving the case and sort and order them to put them together correctly in order to reveal the truth about the case.

Room 4 A room in a forgotten time

 

Room Theme Concept (Part 6)

Room1: Humanity- complex emotions 

Tone: Dark

Object: masks on the black wall

Sound effects: scream, cry, happy laugh, horrible laugh, yell

Mechanism:

The walls are covered with masks of different colours/patterns/facial expressions. The number of masks should be even numbered.  Every mask can make different sounds when they are clicked. The masks will be lit when the player continuously clicks two same masks. And the door will open when the player lights all masks on the wall. 

Room2: Leisure time at home

Tone: Warm

Objects: Fireplace, sofa, CD player, a sleeping dog, books, plants, a clock and any other things in the living room

Sounds: Jazz music, fire, page turning

Mechanism:

When the player initially enters the room, there is no sound in the room. The objects will make sounds only when the player clicks them. It can let the player find their own relevant memories in the process.

Room3: A fantasy dream

Imagine that we are travelling in the sky. The stars, clouds and moon are around us. Experience the feeling of freedom and illusion. It is quiet and peaceful.

Objects: clouds, moon, stars, balloons/hot air balloons, bed

Sounds: pure and ethereal low-frequency sounds, space sounds

Mechanism: Let players enjoy the room’s sounds and the feeling of freedom.

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