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.