Sprint Goal

Note: Sprint 4 included a 2 week Easter break, where I largely worked on my research proposal but had extra time to work on this sprint.

For the prototype mechanics to take shape.

Sprint Planning

  • Choice
    • Colours & Accessibility
    • The Card Deck
    • Narrative Design
      • Events
      • Characters
  • Program Events System
  • Program Personality Metre System

Choice & Accessibility

Colours

Inspired by nature and my own photography.

“Also potentially more effective than providing people with information is exposing people to natural imagery. Physical immersion in nature has been shown to lead to an increase in intrinsic aspirations (related to Self-Transcendence) and a decrease in extrinsic aspirations (related to Self-Enhancement) [73]. Similar effects can be generated by simply showing participants images of nature [73], particularly if those images evoke awe [63]. Not only does such exposure make us happier, but it has also been shown to both emotionally connect people with nature and increase their willingness to help others [8] — beneficial characteristics to foster if the end goal is to get people to make adjustments to their lifestyles for the benefit of the environment” (Knowles 2014).

Cornish Landscape

Wildflower Gard

Typography

Choice & The Card Deck

During Sprint 3, we discussed exploring choice and the card deck in my current prototype. The choices for cards don’t feel like choices at the moments, so I’ve begun to brainstorm and prototype cards that will give the player more agency.

Card Mechanic & Choice

The game will limit the amount of choices the player starts with, with choices becoming more complicated and harder later on.

To start with the player can choose from three different groups of cards, the first being environment positive, the second offering a mix of popular options like greywater that have some negative effects and the third being shortcuts that will produce significant CO2 but may be necessary.

Group 1 Sample

Group 3 Sample

Card Layout

Part of supporting players to make choices is having all the information, so they can make an informed choice.

Storyboards

Choice & Character Archetypes

Personality Traits on a Visual Axis: Players were confused by the points, how they might work and whether the points suited each character. The personality traits and points appear to make more sense to players when presented in an axis or visual representation.

Ontological Chart

Suggestion: Insanity/Corruption Personality Trait

Note: Potentially characters could start with some points in everything, so they don’t feel they start at 0 in anything.

Choice & Events

Note: Add less extreme options

Setting up the Event System

Unity + Ink

Setting up the Personality Metres

Survey: Choice

Prototype: Anxiety and choice, adding a Timer

My next prototype will explore narrative events, choices and anxiety. I have created a very simple game in unity and ink that will count down each time a question is asked.

Prototype: Hope, colour and choice

A short prototype about choice, colours and cards.

Retrospective

References

https://www.patreon.com/posts/overboard-ink-52524338

https://www.nationalgeographic.com/environment/article/now-or-never-un-climate-report-urgent-takeaways?cmpid=org=ngp::mc=social::src=linkedin::cmp=editorial::add=li20220404env-newclimatereporturgenttakeaways&linkId=159538401

BOPP, Julia Ayumi, Elisa D. MEKLER and Klaus OPWIS. 2016. ‘Negative Emotion, Positive Experience? Emotionally Moving Moments in Digital Games’. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 2996–3006. Available at: https://doi.org/10.1145/2858036.2858227 [accessed 1 Apr 2022].

BOPP, Julia Ayumi et al. 2019b. ‘Exploring Emotional Attachment to Game Characters’. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 313–24. Available at: https://doi.org/10.1145/3311350.3347169 [accessed 1 Apr 2022].

CARSTENSDOTTIR, Elin, Erica KLEINMAN, Ryan WILLIAMS and Magy Seif SEIF EL-NASR. 2021. ‘”Naked and on Fire”: Examining Player Agency Experiences in Narrative-Focused Gameplay’. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. CHI ’21: CHI Conference on Human Factors in Computing Systems, Yokohama Japan, 6 May 2021, 1–13. Available at: https://dl.acm.org/doi/10.1145/3411764.3445540 [accessed 8 Feb 2022].

KNOWLES, Bran et al. 2014. ‘Patterns of Persuasion for Sustainability’. In Proceedings of the 2014 Conference on Designing Interactive Systems. 1035–44. Available at: https://doi.org/10.1145/2598510.2598536 [accessed 10 Apr 2022].

KWAY, Liting and Alex MITCHELL. 2018. ‘Emotional Agency in Storygames’. In Proceedings of the 13th International Conference on the Foundations of Digital Games. 1–10. Available at: https://doi.org/10.1145/3235765.3235777 [accessed 8 Feb 2022].

MURRAY, Janet H. 1998. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA, USA: MIT Press.

NAY, Jeff L. and José P. ZAGAL. 2017. ‘Meaning without Consequence: Virtue Ethics and Inconsequential Choices in Games’. In Proceedings of the 12th International Conference on the Foundations of Digital Games. 1–8. Available at: https://doi.org/10.1145/3102071.3102073 [accessed 8 Feb 2022].

OLIVER, Mary Beth and Tilo HARTMANN. 2010. ‘Exploring the Role of Meaningful Experiences in Users’ Appreciation of “Good Movies”’. Projections 4(2), [online]. Available at: http://berghahnjournals.com/view/journals/projections/4/2/proj040208.xml [accessed 1 Apr 2022].

ROSE, Victoria. 2017. ‘Doki Doki Literature Club Is an Uncontrollably Horrific Visual Novel’. Polygon [online]. Available at: https://www.polygon.com/2017/10/22/16512204/doki-doki-literature-club-pc-explained [accessed 13 Feb 2022].

SHORT, Author Emily. 2022. ‘What Does Your Narrative System Need to Do?’ Emily Short’s Interactive Storytelling [online]. Available at: https://emshort.blog/2022/04/09/what-does-your-narrative-system-need-to-do/ [accessed 10 Apr 2022].

TANCRED, Nicoletta, Nicole VICKERY, Peta WYETH and Selen TURKAY. 2018. ‘Player Choices, Game Endings and the Design of Moral Dilemmas in Games’. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 627–36. Available at: https://doi.org/10.1145/3270316.3271525 [accessed 8 Feb 2022].

https://www.fontspace.com/righteous-font-f12653

https://www.fontspace.com/space-and-astronomy-font-f4095

https://www.fontspace.com/exoplanetaria-font-f41401