Im reading this book, to help me in the writing of “Aunty”. Its not that I´m stuck, quite the reverse, but I was interested in finding out techniques for what form to write in, and how to keep track, or display all the threads of an interactive story. This book didnt really teach me what I needed. But they are very open about what kind of games they are talking about from the outset. They assume all games have weapons, are about killing stuff, and have levels and bosses… etc. Not only is that very narrow, but its also not true that all games are like this.
However, everything that they DO write about, is brilliant, and is almost a shame that its directed at Video Games only, as what they write could fit into almost ANY creative team. How to pitch an idea, solve problems, even how to back out of a project that you realise is a bummer… I also see some insights into the industry, and far from feeling that its something I could never do, I realise that I could do it rather well. There is a quite wonderful potted history of video games at the start, that made me sigh at the fond memories of Space Invader bar tables, and Donkey Kong. The exercises are interesting and well thought out, with even some twists, like where they say write a short sequence about a girl that can fly, then a few pages later the next exercise is to say, Oh… tech has reported they cant do flying, so RE-write without the flying…
I have ONE major gripe… and the authors should too. THE ERRORS! This book is SO FULL of typographical errors, spelling errors, and even a couple of printing errors, that I wouldn’t trust them to write a thank-you letter, let alone a computer game… Its not enough just to run the spell checker guys! Sometimes the incorrect spelling is IN the dictionary, meaning something else!!!
Tonight, I made a pillar box… I don’t usually post pics from the game I’m making, bit of a giveaway really, but today I made a pillar box! I dunno,.. I thought it was pretty funny!
After six months of hard and very secret work, I think the time has come to announce that my very good friend and previous collaborator, Mr James Dolan and I, have re-animated our original sinister organisation “Ordo ab Chao” into a new-millennium high tech version, that we call “ORDO AB KHAO“.
The reason for this is that we have started work on a new project, called “Aunty – A Metaphysical Mystery”. It is a computer game. Now we are well under way in its development, and are currently seeking forms of funding so that one or both of us can work on it full-time.
The game concerns a child who wakes in a strange house that she can´t remember having been before, despite the friendly old lady who looks after her, telling her that shes “Aunty”.
Some kinda titles for Aunty…
A scene from Aunty
A strange and surreal atmosphere – a sinister but intriguing story. Strange characters, colourful plots, obscure locations, mysteries, milk and cookies. Reality and dreams merge, questioning existence.
Real-time based – game elements such as lighting, night and timed events, will reflect the users actual time. Because different events happen at different times of day and on different times of the week, users will enjoy a varied experience, from person to person, and from play to play.
Non-Linear story – the mysteries hidden within the game may be revealed in different sequences or combinations producing different game experiences.
Learning – Unique feature where as the character learns to read, to reveal her own history and key points in the narrative.
Multiple endings – The player may decide whether or not an ending is a real “game-over”, or to go back and explore another path, to reveal alternate endings.
Story told in 1st and 3rd person – Mostly, the user will play in a 3rd person, over the shoulder view, this gives a feeling of “a character I control”, but during the dream sequences the view will be 1st person, this feels more like “me”. Thus the dreams almost feel more real, than reality.
Game play based on exploration, learning, narrative and physical clues, mysteries and puzzles.
Game analyses user choices and play patterns and alters content.