Thursday 24 March 2016

25/03/16 - Interactive Narrative - The Wolf Among Us

How does morality influence the choices you make in the
game?

Morality in the Wolf Among Us is very black and white and can be easily distinguished between empathetic or apathetic responses. The game is about Bigby Wolf (the big bad wolf) trying to solve a murder while also trying to prove to his fellow fables that he is not the villain he once was and that he has changed and become a sincere individual. The game wants you do take the high road and make Bigby the good guy and so pushes you do take the "good" moral choices and be empathetic towards the other fables plights. A example of this early on is when you first meet Mr Toad (I loved that The wind in the willows cartoon man) He can't afford to pay for his and his sons glamor. It gives you two main options for this, sympathize with Mr Toad and let him off the hook for now or reprimand him and threaten to send him to The "farm" a place where all the non human Fables are forced to live. It's a kind of "free range prison".
The game can be very naggy and pushy when it comes to making these choices and it will scold you if you do take the bad choices with the classic Telltale games 'X will remember that' icon that pops up in the right of the screen.
I found a quote that I think fits with what I'm talking about
"The model that rewards certain choices over others, or different choices in different ways, tends to functionally make the choices for the players; the player will be more successful at the game if he picks the optimal choice for his strategy."
'Ethical Dilemmas and Dominant Moral Strategies In Games'
Brandon Perdue
The morally white choices in The Wolf Among Us are always the better ones to take. By choosing to walk away from Grendel instead of ripping his arm off like Beowulf did will help you out more in the long run as Grendel will hate you less and others will be more helpful to you and will think better of you.

In the end I do think The Wolf Among Us wants us to take the empathetic choices and change Bigby Wolf into a better person but it does so by encouraging you to take the morally good choices rather then force you to do them. After all just like in real life not all of the "good guys" in fairtales alignments where Lawful good some are True neutral.

Tuesday 22 March 2016

23/03/16 - Production Studio (Cinematic) - actor

So I finally found our actor for the live action parts and it's our classmate Grace. All my mates who I thought would be a good match for the role have jobs and/or kids and so are not free on weekdays.

I asked the rest of the group and everyone is happy with Grace doing it and that's a good.

Thursday 17 March 2016

18/03/16 - Interactive Narrative - Fahrenheit/Indigo Prophecy

Are the “choice situations” in the game obvious or subtle? Do
you know the outcomes of your choice prior to making a
decision?

This week I played Fahrenheit/Indigo Prophecy and I found most of the choice situations to be pretty obvious to me. The first real one I came across was when I was leaving the diner, the waitress called out to me and I could either leave or respond to her. Like the character I did think she was going to accuse me of murder in the end she just wanted me to pay her bill. After thinking about it that would be the obvious thing she would do but at the time I did not think it would be. Silly me.
When playing as the detective the choice situations where very obvious to anyone who's seen a crime show, who,why,where,how. After all you are a detective so you have to ask these questions.

From the amount of the game I have played I think the choice situations are obvious in most cases as it's pretty clear what the outcomes will be. I think this is mainly to do with the fact that you play both as the murderer and the detectives who are going after him. If you only played as the detectives then the answers to your questions would not be as obvious I think.

18/03/2016 Production Studio (Cinematic)

We had a team meeting with the tudors today and I showed the first pass of the animatic I made yesterday. had some good feedback and will finish it up for Monday.

Sunday 13 March 2016

13/03/2016 Production Studio (Cinematic) Storyboards

So I redid the sgtoryboards after our group talk with the tudors on Friday. I'll show the group tomorrow and do any touchups etc






Tuesday 8 March 2016

09/03/16 - Interactive Narrative - Prince of Persia

Do story nodes in your chosen game work well to support gameplay and gameplay objectives? Why or Why not?

I do think the story nodes in Prince of Persia support the gameplay and the gameplay objectives quite a lot because at least in the start of the game they teach you how to use the game mechanics.

The first in game cut scene introduces you do your first in game enemy it then gives the player back control with a on screen tutorial on which buttons to use. I think this is a good way to teach the player the controls while also not breaking the players immersion in the game that much.

The second in game cut scene tells you your first objective with narration from The Prince while also showing the player where to go next. Having the Prince narrating makes it feel like he is talking to himself instead to the player.

In Prince of Persia they use short cut scenes to drive the player forward and to show them what to do next, for example in one section they show a projectile making a hole in a wall, suggesting to the player that that's is where they are meant to go next. This makes a game that is very linear feel less linear and I think it works very well in Prince of Persia.

Sunday 6 March 2016

07/03/2016 Production Studio (Cinematic)

Today I started on the storyboards for our project. I should have them finished by the end of the week (if not sooner) and then move onto the animatic next week.

Me and Patrick made a floor plan for our set and then we had a group talk on it and everyone seemed to like it.

Tuesday 1 March 2016

Week 2 Gameplay 02/03/2016

I chose to do question 3 and play Facade

3. Does your chosen game(s) make user input feel meaningful in terms of story direction and progression? Why or why not?

Facade does make user input feel meaningful to the whole story as depending on what you say and what time you say it it can dramaticly change the outcome of the story. In my first play through I initially felt like the third wheel and so ended up doing my best to stay out of their fight and I got Trip to admit that he purposefully asked her to marry him in front of her parents to force her into it, and also that he just can't accept the idea of having an artist wife, hence pushing her into advertising instead this made Grace leave the house.


 My secound attempt I decided to ask Grace a lot of why questions and be more pushy. This ended up making Grace admit to sleeping with a fellow artist and then leaving again.

My third play through I said a lot of nice things. This ended up being taken the wrong way and I got kicked out of the house.

I do think the users input in Facade does feel meaningful in terms of the progession and direction of the story. All the times I have played it the outcomes have all been very different.

Lauren was right Trip really hates the word "melons". Guys got it out against fruit.