Game: “Three Fourths Home”, a narrative game about families and adulthood

this post was originally published
on www.gabrieleferri.com

From the game’s website: “In her mid-20’s, Kelly has moved back into her parents’ house. Back to the flat expanse of Nebraska, that seemingly endless sea of rustling cornstalks peppered by rusty silos and rustier towns. In Three Fourths Home, players assume the role of Kelly while she is driving home during this thunderstorm. The focus of the game is its narrative, conveyed through an extended conversation Kelly has with her parents and younger brother. The player must navigate the conversation while driving through a stylized representation of rural Nebraska set against rumbling thunder and the music playing from the car’s tape deck. The narrative touches on a variety of issues affecting Kelly and her family, including disability, adulthood, familial obligation, nostalgia, and loss.”

Browse the website for the game http://www.threefourthshome.com/about/ and read Nathan Grayson’s review on Kotaku http://kotaku.com/the-game-that-made-me-realize-i-ve-let-down-my-family-1663850730

Blog: The year of narrative design theory that went into ‘The Vanishing of Ethan Carter’

this post was originally published
on www.gabrieleferri.com

“The Vanishing of Ethan Carter is unlike many other first-person adventure games you might have played. There’s no violence or combat, but rather, the story unfolds as the player explores the various environments, and discovers how certain bits and pieces work alongside other puzzles”. Its author Adrian Chmielarz says:”[The virtual world] allows the players to feel both as voyeurs and guilt-free intruders, and also forces them to build mental models of both the environment and the action. All of that results in the deeper sense of presence in the world, helping the trinity of presence, immersion and engagement.”

Read the full article here

Thanks to Ivan Girina for sharing

Defragging the Divide: panel at DiGRA 2013

Is Narrative an integral part of computer games, or is it just an accident?
The Games and Narrative group is happy to announce a panel at the DiGRA 2013 Conference in Atlanta, titled Defragging the Divide: narrative practices in current videogames (and how to understand them). Join un on Thursday 29 August at 11.45am for a discussion also featuring Janet Murray and Espen Aarseth.

A decade ago, the new discipline of games studies/ludology vigorously denied any connection between games and narrative (Aarseth 2001, Eskelinen 2001, Juul 2001, Frasca 2003). For example, Markku Eskelinen wrote that since a well accepted descriptive methodology for traditional games – he references The Study of Games (1971) – does not consider narrative as part of the ludic field, computer games should follow the same route. If they do not, as he implicitly suggests, it is more because of marketing strategies than of intrinsic characteristics.

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Award for Haunted Planet Game

We are very happy to announce that Haunted Planet Studios, the company run by Games & Narrative Group member Mads Haahr, has received two awards at the Irish Games Festival for a game based on Bram Stoker’s (author of Dracula) life and narrative world.

Bram Stoker’s Vampires won in the categories:

  • Best in Gameplay
  • Best Original Innovation in Gaming

Bram Stoker’s Vampires is available on iTunes and Google Play.

MA Thesis: The Cross-Media Journey of Muddle Earth. Design, Narrative and Brand Consistency in Game Adaptation

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on www.gabrieleferri.com

MA Thesis “The Cross-Media Journey of Muddle Earth: Design, Narrative and Brand Consistency in Game Adaptation”, by Claudio Franco, University of London

Abstract: A study of game production in the context of cross-media strategies, it follows the adaptation journey of the Muddle Earth IP from a book, into a TV series, and finally into a game.

Free download at: http://transmediabooks.wordpress.com/ma-thesis-the-cross-media-journey-of-muddle-earth/

Telling Ghost Stories with Physical Space, Part 2

In my last post, I discussed the location-based augmented-reality game Bram Stoker’s Vampires. I outlined the basic game concept and discussed how locations that were relevant to Stoker’s life as a student in Trinity College Dublin were used for geo-locating characters related to his novel Dracula. One of the characteristics of the game that I didn’t get to fully discuss in the first post is its narrative structure. I will do that in this post and I will also explain the flexibility in the narrative structure that our game engine affords.

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Magnum Pleasure Hunt: (Adver)games and Narrative

Advertising is becoming more pervasive and advergames, games for promotional purposes, play an ever increasing role. This blog post will underline the narrative components of a very successful case in this field, Magnum Pleasure Hunt (MPH), and its relation with other traditional advertisements for the same brand.

Magnum Pleasure Hunt (Lowe Brindfors, 2011) was part of a worldwide online campaign launched by Unilever to promote its Magnum ice-cream products. In terms of reach, the game was considered highly successful – with more that 7.000.000 players and an average engagement of 5 minutes for each user. The campaign propagated virally on several social networking sites and its hashtag was one of the Twitter trends the day of its launch. In this sense, MPH was deemed a success and convinced Unilever to finance two sequels in the following years.

From a more ludological point of view, MPH can be critiqued for its game-design shortcomings, for example flaws in level design. However, this specific post will concentrate on the narrative and semiotic features that MPH shares with other commercials.

http://www.youtube.com/watch?v=LVEnHsnNxmg

MPH is a Flash-based side-scrolling platform game, following most of the conventions of this genre. Its main narrative theme is “a Hunt for Pleasure across the Internet”, represented by the avatar trying to collect the highest possible number of Magnum products while literally running through several commercial websites – both fictional and depicting real-world brands. The designers of MPH transformed ordinary webpages into rudimentary game levels: while eidetic, chromatic and figurative components of webpages (abstract forms, colors and represented images) remain the same, their functions are altered – i.e. a text box is no more simply part of a page but also becomes a platform over which the avatar can jump.

While the dream of French Structuralism of developing a universal, canonical narrative schema is no longer plausible, this school of thought still provides useful tools for analyzing specific commercials. Parts of their methodology can help us understand advergames and serves as a complement to other descriptive methodologies in this field.
From a semiotic perspective, advertising relies on simple plans that isolate the core values of a brand and actualize them in a compelling narrative text exemplifying their identity, their essence.

Some well-know semiotic mechanisms govern this strategies, such as embodying core values in actors and objects and composing a basic narration – often a simplified “quest narrative”. In the past decade, Unilever associated its Magnum brand with luxury and pleasure, inventing and marketing the Magnum bliss as a euphoric, temporary state reached through chocolate-covered ice-creams. Its core values, luxury and pleasure, are complementary in recent Magnum texts: sometimes one is presented as instrumental for reaching the other, but the Magnum brand identity incorporates both. The MPH advergame also adheres to this strategy.

http://www.youtube.com/watch?v=0mVK5QcP1Vs

Pleasure, luxury and their related semantic associations are translated quite literally into MPH, in its levels and in some game-elements. As the title suggests, MPH represents the avatar’s hunt for the highest possible form of pleasure as she runs across several websites suggesting pleasurable situations. During gameplay, the avatar traverses a good number of upscale websites (and the player, metaphorically, browses them) from hi-tech gadgets to haute-couture, exotic hotels and spas. Cutscenes between levels show other luxury experiences – a shower in an expensive hotel, renting a glider on the Swiss Alps – but the protagonist sprints past all of them. During her quest for “ultimate pleasure”, the avatar encounters two varieties of Magnum icecreams: first, “Magnum bon-bons” must be collected to earn points and, later, a full-size Magnum Caramel icecream is presented as the final reward – the object embodying ultimate pleasure and luxury. From a structural semiotic point of view, the main subject is on a quest and tests several potential objects before finding the perfect one, the Magnum icecream, that emerges as the best synthesis of pleasure and luxury.

However, in conclusion, we have to remember that – even if it was considered a success as a viral campaign that propagated across social media – MPH is not a satisfying game per se for a number of reasons outside the scope of this post. In brief, what we can say here is that despite an unusually high production value, the designers of MPH reduced agency to safeguard narrative development and consistency. For example, it is impossible to lose/fail as the avatar always reaches the end of the game: in this way the quest always ends by reaching the Magnum-branded apotheosis. This is obviously atypical and disappointing from a ludic perspective.

We have described how narrative structures and narrative roles are used in advertising and advergames to express the core semantic values characterizing a brand-identity. MPH has been successful in engaging a considerable number of players and represents a good example of how commercials are currently being translated into advergames. Magnum Pleasure Hunt demonstrated, once again, to advertisers and creative directors the potential and the reach of advergames – we hope that, in the future, such products will feature ludic elements as polished as their production value.

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On Games and Art

post co-written by Gabriele and Hartmut

“There needs to be a wordwrites British journalist Jonathan Jonesfor the overly serious and reverent praise of digital games by individuals or institutions who are almost certainly too old, too intellectual and too dignified to really be playing at this stuff. Gamecrashing? Gamebollocks? Spiellustfaken?”.

The occasion for Jones’ invention of the “gamebollocks” neologism is the recent announcement that computer games will be acquired and displayed alongside more conventional works of art at the MoMa museum in New York. Similar events, including The Art of Video Games exhibition hosted by the Smithsonian American Art Museum in Washington, have already been organized in the past.

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Telling Ghost Stories with Physical Space, Part 1

Location-Based Games are games in which the gameplay involves moving around an actual physical environment. The particular mechanics associated with this may differ significantly between titles, and can involve chase mechanics (such as Can You See Me Now? or Zombies Run!) or collection mechanics (such as Pac-Manhattan), territorial mechanics (such as Paranormal Activity: Sanctuary) and conventional fantasy RPG mechanics of combat, levelling and skill specialization (such as Shadow Cities). Despite the range of mechanics used, titles tend to be heavy on gameplay and light on narrative. The games we make at my game studio Haunted Planet Studios are different in their ambition in this regard, and in this and a few follow-up posts, I will discuss some of the ways in which we try and tell stories with our recent titles.

Haunted Planet: Bram Stoker's Vampires
Haunted Planet is a smartphone gaming platform designed for mystery adventure games that are location-based and use augmented reality.  (The photo above shows an action shot of our augmented reality view.) We have a pretty broad definition of augmented reality and are concerned not only with overlaying visuals on top of the real world and getting them to blend nicely with the player’s surroundings, but also with doing the same for audio, and ideally also for the underlying game world (although that is harder).  Games running on our platform cast players as paranormal investigators who do what ghosthunters do: find ghosts and gather evidence for their existence in the form of photos and audio recordings. As opposed to other ghost-themed location-based games, we don’t have a territorial or chase mechanic.  As a player, you do “hunt” the ghosts, but you don’t chase them around.  Rather, you solve mysteries that often involve malicious paranormal entities. We think of our games as a reinvention (albeit in progress) of the traditional Gothic ghost story.

Our basic narrative unit is a case (as in a case solved by a detective), and each of the games I will discuss in this blog post series constitutes one case. A case takes place in its own universe with its own characters, backstory and plot development, but several cases can of course share the same universe. The case is also an important gameplay unit and corresponds roughly to a level or a quest in other games. When a player has completed a case, they have solved a mystery and feel a sense of satisfaction. During play, our game engine stages a case, either in a specific site (such as a historical site or a theme park) where we have picked the specific location for each encounter or in a randomized fashion where the player happens to be at the time. All the cases together make up an overarching story — that the world is full of ghosts, that Earth is a haunted planet.

Silvia the White Sister in Trinity College Dublin
The photo above was taken by a player and constitutes a piece of paranormal evidence. The character is Silvia, who is a character from our Bram Stoker’s Vampires game that launched in October 2012 to coincide with the centenary of Stoker’s death. Silvia is one of the three vampire sisters that Johnathan Harker encounters in Count Dracula’s castle. The three are often referred to as “Dracula’s Brides” in popular media, but Stoker never referred to them as such. We have developed the three sisters as characters, given them names and backstories and constructed visuals and sound design that makes them easy to distinguish from each other. Like the Sisters in Bram Stoker’s novel are the first vampires (apart from the Count himself) that the reader encounters, so are they the first characters that the player encounters in our game.

Of particular interest in this photo is the building in the background — it is the Graduates Memorial Building (GMB) in Trinity College, which is home to two of the University’s oldest and most prominent student societies: the Philosophical Society (“the Phil”) and the Historical Society (“the Hist”). Bram Stoker himself was a student at Trinity College and served as President of the Phil and Auditor of the Hist, so it is of historical relevance that the player encounters one of Stoker’s characters in this particular spot. Although it is hard to see in the photo, the GMB also makes a terrific backdrop to a ghostly encounter and greatly adds to the atmosphere. Curious readers can explore the building’s exterior (by daylight) via the Virtual Tour.

Haunted Planet: Paranormal Radar
The player navigates the haunted space through the use of an in-game Google Map and through the Paranormal Radar Mode shown above. The radar works like a ship’s radar, placing the player in the center and showing the paranormal phenomena in relation to them. As the player changes their orientation, the radar rotates with them, making it easy to move towards a paranormal encounter.

Haunted Planet: Bram Stoker's Vampires
The photo above is another photo taken by a player. This was taken in Trinity College’s Rose Garden and features Violeta the Purple Sister. We don’t know if the Rose Garden was of particular significance to Stoker, but it is placed very centrally on the campus, so he is likely to have walked through it many times during his College years. We have structured the encounters with the three vampire sisters as parallel encounters, which means that the player can find them in any order. In game terms, this means that the player will see three blips on their paranormal radar and can choose which spot to investigate first. These parallel encounters are linked sequentially into the overall progression, meaning that the player must find all three characters in order for the subsequent encounters to be unlocked. As a narrative structure, this is a simple 3-way branching structure where the three paths join immediately. Future posts will explore narrative structure, audio and other aspects of storytelling with physical space in more depth.

Limbo – Narrative Strategy in a Platform Game

Narrative in a platform game? Maybe not in the sense of a coherent and complete narrative experience.  Yet, there is something in Arnt Jensen’s Limbo – a highly stylized, evocative atmosphere, that simultaneously elevates the game well above the average in the platformer space and raises awareness for the potential of atmosphere as part of a narrative strategy in interactive and game narrative.

Presented entirely in shades between white and back, the game takes visual clues from black and white silent movies and animations but transforms this aesthetic for digital media into a representation with a limited palette of shades reminiscent of cut-outs that includes visual effects like transparent water and fire, as well as a reduced but efficient sound design.

 

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