Eric Guadara's Dog (dev blog).  We're holding a perfectly normal conversation, but up there, I'm making connections at a very rapid rate to potentially far-flung ideas.
Showing Marble Madness 2 or: Why I Yelled at Sean Brady
Gameacon wrapped up a couple of weeks ago and if nothing else, it made me think a lot about showing my games, specifically Marble Madness 2: CR: TE: DX.
I went to Gameacon with Sean Brady. Â Together, we were showing a suped up version of Monkey Miners that I had been juicifying over the previous few months. Â Alone, I was showing Marble Madness 2. Â Brady jokes that one time I yelled at him for introducing the game incorrectly. Â Thereâs some truth in his jest.
Hereâs my typical pitch - âHave you heard of Marble Madness?â Â (doesnât matter the response.) âGood! Â This is a spiritual successor. Â Itâs like the first one, but different. Â Just hold X for three seconds to start and use the analogue stick to move.â Â My major rule is to not give away too much about the game. Â Just tell them how to control it, not how itâs played.
MM2 is a comic game. Â Itâs also a surprisingly surmountable puzzle game. Â The humor is mostly derived from the userâs initial reaction to whatâs going on. Â Itâs designed that way. Â For example, I could have made the game start by button press as opposed to button hold, but instead I opted to stick with a three second timer. Â The timer leaves the player hanging in anticipation-land before dropping them right into what will likely be an unexpected experience.
I get a lot of comments that might otherwise be interpreted as being negative. Â Thatâs part of the joke, too. Â Beyond using those comments for the trailer and for making personalized business cards to give to players, they say something more to me. Â I typically thank players for every comment they give, negative or not. Â For one, it adds to the absurdity of the entire experience. Â I donât break character, so to speak. Â When someone asks âwhy did you make thisâ I respond âwhy not?â or âhave you played anything else like it?â Â Their answer is typically âno,â to which I respond âthere you go.â
But beyond the abstract act and potentially putting on airs, I really do feel thankful when people play my game. Â The way I see it, if you laughed at all, or even if you smiled, I helped with that. Â I provided a short bout of unexpected glee in a strangerâs day. Â Thatâs special to me. Â Iâm not trying to say that providing a compelling game loop or a satisfying shooter experience isnât useful, too. Â People go to game shows to play games, and Iâm sure thereâs a ton of psychological research linking meeting expectations to happiness. Â However, with this project, I want to hit on some other feelings that games have not typically explored. Â Are you confused? Â Frustrated? Â Challenged? Â Delightedly offended? Â Good.
No matter how lost people claim to be while playing the game, they almost always beat the first few levels. Â Thatâs because there are systems working under this ridiculous facade, and as humans, we can figure out how systems work pretty damn well. Â I like to think that Iâm subtly reminding people that they can achieve seemingly impossible tasks in unfamiliar environments. Â Maybe Iâm getting too high on myself and my little game, but at this point Iâve seen many, many people claim that the game is too difficult, only to beat it in a few minutesâ time.
More times than not, people get the overall joke. Â Iâve had a few players leave in visible anger, a couple in complete confusion, and the game did make one little girl cry at Boston FIG in September. Â (Her mom was there, too, and she played through the first level, thought it was clever, and told me not to worry about the crying. Â I still kind of felt shitty.) Â Still, more people chuckle than not, and as I mentioned before, thatâs a major win in my book.
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Thesis Prototyping 19 - Positioning Myself as an Artist.
Are you done with the picture yet? Â Are you? Â Great, on to the words.
We started an activity in class where we had to think of people who influence our work in various degrees. Â In general, me âGrandparents' â work have had a somewhat noticeable affect on my own work. Â Parents, et al have a more noticeable affect, and siblings are those people who are working within the same spheres. Â Hereâs a bit about each draft pick:
Grandparents:
Walt Whitman - Dude lived in New Jersey, like me and Bruce Springsteen. Â No for real, though, he pioneered free verse poetry, which flew in the face of the other, more stilted forms. Â I love purposefully questioning and/or breaking form.
Stanley Kubrick - A masterful framer. Â Literally every time I take a picture, I wonder how Kubrick would frame it and why. Â I particularly like how he employed symmetry as a subtly off-putting force.
Spike Lee - Spikeâs panache is evident from the get-go of every film heâs made (just look what theyâre called - Spike Lee Joints â˘).  He spotlights people who arenât typically the main event on camera (while avoiding tokenism), something I hope to do as earnestly as I possibly can.
Mel Brooks - Redefined the comedy genre in film by unabashedly cracking jokes at many peopleâs expense. Â His humor is both smart and juvenile (satirizing racism and unleashing loud farts in the same damn film). Â I think my humor is along those lines.
AndrĂŠ Breton - He wrote the Manifesto of Surrealism, a guide for a seemingly guideless artform. Â Surrealism isnât just about being weird or different. Â Thereâs a purpose to it that is infinitely interesting to me. Â I try to bottle a little bit of surrealism in most things I do.
Parents, Aunts, Uncles
Orson Welles - Welles is more than Citizen Kane.  The guy led a remarkable life punctuated by wildly creative bursts.  According to all of the clips Iâve seen of him and the hefty This is Orson Welles that Iâve been working my way through for a while, he was a tour de force.  Iâm paraphrasing here, but one of the things he said about creating art (to Gregg Toland) is âif you want to know how to make something, ask someone who has never done it.â  I canât agree more with that sentiment and relish any opportunity to break away from conventions.
Ogden Nash - He worked within defined poetry forms to create bitingly witty, usually short poems. Â Hereâs an example:
âReflections On Ice-Breakingâ
Candy
Is Dandy
But Liquor
Is quicker.
When I was still actively writing poetry, I too aimed to boil all wit down to a few poignant lines. Â Hopefully in games I can do the same thing.
Groucho Marx - Like Brooks, he manages to straddle the line between raunchy and high-brow humor. Â Whenever someone tells me Iâm quick-witted, I disagree, mostly because Groucho existed and set the benchmark for that quality.
Siblings
This part was especially tough for me because Iâm fairly humble. Â I had to think hard about what spheres I am working in and whom Iâd have the easiest time having a mutually enlightening conversation with. Â I also felt it weird to put Ramiro Corbetta or Andy Wallace in this category, even though theyâre my main game dev professors/mentors and a large part of the reason why Iâm attending LIU Post. Â I do feel Iâm working within similar spheres as them, but these other folks are more closely related... I think.
Ben Esposito - aka Torah Horse, aka part of Arcane Kids. Â Jane Friedhoff (someone whose work I respect) once tweeted that Ben would like Marble Madness 2: Cernyâs Revenge: Tournament Edition. Â That meant a LOT to me, because I think Benâs work is incredible and I also love the Sega Dreamcast. Â Yeah, I totally take inspiration from Arcane Kids and Iâd be honored to ever be in the same literal or metaphorical room as them/him/Ben/@TorahHorse
Necrophone Games - Luis and Jess made Jazzpunk, a game I wrote about at decent length last year for my Funny Games research paper.  Itâs a game I come back to a lot while designing my own work because it hits the head on the comic nail almost perfectly.  The jokes come in many different varieties, but the thing they have in common is that theyâre relentless.  From Point A to Point Z, thereâs enough humor to keep the player occupied.  Then there are the 24 other jokes to discover if you wander off the designed path.
Tim Fowers - The boardgame designer responsible for Paperback and Burgle Bros. I love how tight, clean, and modular his design principles are.  I also take inspiration from how utilitarian his board/box design consistently is.  Not only do Paperback and Burgle Bros. look good; they also take up a minimal amount of space on my gameshelf, something that is not totally simple to design for.  When making Highlandia, I always kept in mind how small I could possibly keep the overall package while containing a large amount of gameplay variety in the rules/components.
The Sheepâs Meow - Partly because of the surreal pun in their name, but mostly because of what they do, I consider myself âsiblingsâ with GJ and Brian.  For years Iâve tried to establish a game day once or twice a month with all of my friends.  I created a shared calendar, I emailed people, etc.  Brian and GJ create events the same way I would - with personal interactions, local flavor, and hummus and vegetables.  I know I may sound crazy in belaboring the food part of their events, but offering tasty, non-pizza snacks is something I do every time I have company, regardless of whether itâs to play games or not.  So in their design of friendly, game-centric spaces, I consider myself siblings with these fine folks.
Thatâs all for now. Â Send me any questions, concerns, and/or Cease and Desist letters.
This week, weâre required to come up with a focused thesis question, delve into the methodology of answering said thesis, and compiling a bibliography. Â Here we go.
Final thesis question:
Can interactive storytelling tools be used in a 3D space to enhance playersâ understandings of intersectionality?
Description/Methodology:
Why Ink?:
At the moment, the interactive storytelling tool Iâm planning on using is ink, by inkle Studios. Â Ink is the scripting language behind 80 Days and Sorcery!, and has also been used in games like The Banner Saga. Â Iâm sticking with ink right now for a few reasons. Â First of all, itâs free and open source. Â That leads to my second reason, which is that itâs flexible. Â The folks at inklestudios have created an asset to allow for seamless Unity integration. Â It works nicely. Â My challenge will be to use these tools in a three dimensional environment. Â I donât want to make a simple text-based game. Â I probably would have used Twine or another program if I wanted to do that. Â I want to see what this tool is made of and how it can be twisted, stretched, bent, and probably broken. Â Specifically, Iâm likely going to have to understand what the hell a JSON file is and how I can get it talking to C# scripts. Â One day I hope to look back on this post and smile at how naive I was regarding the magic black boxes of game making.
(Another reason for using ink is that itâs easily testable.)
(Another reason still is that besides for the aforementioned games, there arenât really many critically acclaimed (or even acknowledged) ink games. Â Thatâs a market thatâs a lot less crowded than the Twine zone, an important aspect for someone new to the field.)
Three. Â Dee.:
Ramiro Corbetta, Jane Friedhoff, and K Anthony Marefat made The Second Amendment because, according to Corbetta, a text adventure was the dumbest thing the team could think to make in a 3D engine. Â Iâm not trying to make something comic or silly, but rather to earnestly explore whatâs going on between text and three dimensional spaces. Â Can interactive storytelling be meaningfully used in a 3D space? Â I plan on using canvases in interesting ways. Â Perhaps you pass a tree whose leaves have words on them. Â Maybe the puzzle is to order the leaves in a specific manner? Â Iâm not positive on the details yet, but I want the text to be literally interacted with, not just clicked on or ignored.
The Overlaps:
Right now, my main idea is that a pointillized figure is standing at the center point of the game space, where all of their intersections are overlapping. Â The farther away from the center you go, the farther back in time you travel to explore different experiences. Â Maybe you can walk 10 units away to deal with something that just happened, or 100 units away to grapple with being away at college for the first time, or 100 units from the center in another direction to deal with a lifelong petâs death. Â Again, the idea here is a bit fuzzy, but Iâm imagining a hemisphere that the player can walk around on. Â Maybe it will be the opposite, where the vertex of the hemisphere is actually birth, and time goes outward toward the rim, which is death? Â In the latter case, I could use branching storylines to have the player experience new things each playthrough.
The idea of the character being blurry at the outset is that over time, as you learn more about them, their likeness will come into sharper view. Â I still donât know if I want to do several stories (several people) or just one. Â Fictional or nonfictional? Â Autobiographical? Â These are questions Iâll have to answer throughout the creative process. Â Since theyâre integral to the design of other parts of the project, I should probably answer them as soon as possible.
Perspective and World-Building:
First-person. Â I canât rig a 3D model and donât truly care to learn how to. Â I could use the Unity standard 3D model, maybe? Â First-person is going to be more immersive, I think. Â Besides for the technical challenges that await me on this project, the thought of building a 3D world is a bit daunting to me. Â Iâve only once used Unityâs terrain building function, and it crashed my old computer, which left a bad taste in my mouth. Â I have a new computer that should be able to deal with dropping trees and pulling up mountains, etc. but Iâm still wary of what it means to make an interesting 3D environment. Â I plan on making the explorable areas metaphorical - a rainy zone for a tough time in life, a sunset hill for a zen period - but Iâm unsure whether or not they will be populated by animals (including humans) or just be natural. Â Iâll probably use symbolic objects to represent elements of the story (a lock, a leash, a bottle, etc.).
Bibliography
âEmpathyâ by Karsten Stueber, The Stanford Encyclopedia of Philosophy (Fall 2016 Edition) - http://plato.stanford.edu/archives/fall2016/entries/empathy/
This comprehensive look at empathy includes historical and contemporary studies on the topic. Â Thought the whole work is of interest to me, the section on Empathy and Altruistic Motivation is especially important because it looks at empathy as being motivated by self-guilt or self-gain vs. empathy in a purely altruistic context. Â When someone empathizes with another person in need, is it for their own good or for the otherâs good?
âThe Basics of Philosophy - Phenomenologyâ - http://www.philosophybasics.com/branch_phenomenology.html
An intriguing, if slightly tangential look at a branch of Philosophy that I know nothing about and that could potentially add to this project as a whole. Â I havenât done a ton of research on it yet, but I have a feeling there is a strong link between Phenomenology and playing videogames.
âSimulation Theoryâ by Karen Shanton and Alvin Goldman - http://fas-philosophy.rutgers.edu/goldman/Simulation%20Theory.pdf
Mind reading may not be my topic, but the idea of how memories are formed and how we can experience othersâ mental processes is pertinent, if on the fringe, of what Iâm interested in exploring in this project. Â Also, videogames are simulations. Â Part of the subtext of my thesis question is âcan experiencing anotherâs experiences enhance an understanding of intersectionality?â Â I donât know if this is true, of course. Â I attended a talk where one of the speakers blatantly shunned experiential games as being tools for boosting empathy. Â Iâd like to take a look at that.
âIntersectionality 101â by Olena Hankicsky, PhD - https://www.sfu.ca/iirp/documents/resources/101_Final.pdf
Iâve skimmed the paper and it seems like a great primer for understanding the myriad studies of the topic. Â The PhD also convinces me that this person likely knows what she is writing about.
âWhy I canceled my Wii U gameâ by Brandon Sheffield - http://www.gamasutra.com/blogs/BrandonSheffield/20160331/269430/Why_I_canceled_my_Wii_U_game.php
I like Brandon and have had a really good talk with him. Â Though the talk was about his PS Mobile Game Oh Deer! Alpha and not intersectionality, I gleaned that he was a generally good guy. Â Itâs clear that he cares about these issues and has taken a stance. Â It also may be good to get word on the subject from the perspective of someone in the games industry.
Cibele by Nina Freeman - http://ninasays.so/cibele/
An autobiographical game that recognizes past experiences as being a part of the current self.
Dys4ia by Anna Anthropy- http://www.gamesforchange.org/play/dys4ia/
Though the main topic of the game is the frustrations of hormone replacement therapy, the minigames exist within the context of âcultural challenges and personal hardships of being a transgender person.â
Proteus by Ed Key and David Tanaga - http://twistedtreegames.com/proteus/
An example of abstract exploration that I may take some artistic or world-building inspiration from.
80 Days and Sorcery! by inklestudios - http://www.inklestudios.com/80days/ &&  http://www.inklestudios.com/sorcery/
If Iâm going to use their language, I should dive deep into what it can do. Â Iâve played a bit of 80 Days, but I should really finish it in order to see how it loops and think on what specifically is going on beneath the veil. Â Sorcery! looks especially interesting because itâs fairly gamey. Â Though my game is intended to be unconventional, I may need to rely on some conventional game design methods in order to enhance accessibility.
Fable - I havenât played it, but it may be worth looking at the vision for the game vs. how it turned out. Â I know the game is way out of my scope, but I think Molyneuxâs before and after thoughts on the game may be worth dipping into.
A Sunday on La Grande Jatte - http://www.artic.edu/aic/collections/artwork/27992
Games with good fetch quests? Â To study motivating players to go and read/do things in order to progress?
Iâm typically not a fan of Adventure games, but they often require the player to actually read the text in order to solve puzzles and progress. Â Some of them may be worth looking into.
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âIf youâd like to help me out with my thesis project, fill out this quick survey: http://tiny.cc/artquiz
Read on if you want to know more about the survey, but only after youâve taken it.
Part 1 - Quiz
I asked a series of questions regarding the feelings, sex, and race/ethnicity of pixellated subjects. Â More specifically, the subjectsâ portraits were ran through a pointillism filter. Â I have always been fascinated by pointillism because itâs an art form than emphasizes how differently we may see subjects according to our perspectives. Â When I saw the famous Seurat (âA Sunday Afternoon on the Island of La Grande Jatteâ) at The Art Institute of Chicago, the metaphorical aspects of pointillism became more clear to me. Â From afar, it looks like just about any painting youâve ever seen. Â Up close, the technique of painting thousands of tiny dots in close proximity to create a cohesive larger work is made evident. Â I had to test if this could be an art style for my project.
This was posted on the ceiling above my bed in college. Â Can you find the monkey?
The final question of the quiz asks if you would like to see the pictures without their distortion filter.
The confirmation message (regardless of whether you picked âYesâ or âNoâ to the previous question) prompts the user to visit a website to see the unpixelated versions of the picture.  And here, my friends, is the rub.
Iâm really only testing if users are intrigued enough by the pictures to click a link and view them without distortion.  I understand that itâs a bit cheaty since people want to see âhow they didâ on the quiz, but Iâm not necessarily providing results or feedback; only the pictures.  Besides for Google Formsâ automatic data creation for individual answers, I set up some Google Analytics on the thesis-prototyping page, which is otherwise not visible on my portfolio website.  I can see how many people clicked âYesâ and then followed through by clicking the website.
I think a core game loop in my thesis project is going to be meeting distorted figures and revealing them the more you learn about them. Â It touches on my subject in an indirect way that I think could work well in game form. Â The more you learn about a character, the more you can see what that character looks like. Â Can you imagine if that rule applied to real life? Â If our implicit biases were circumvented? Â Food for thought until next time.
TL;DR - Fill out this survey and play my prototype, please:
https://goo.gl/forms/o0cAfgUJbUnaFpsl2
For more info on the project and my process, read on...
Refocusing - Can interactive storytelling be used to promote empathy between humans?
Last post, I found myself in a fog concerning my specific thesis project topic. Â I spent a lot of time thinking about it, and I have refocused and gotten back to work. Â I think that what fascinated me about my old journal entries is the multiple existences we all lead on a daily basis. Â The drunken, sleep-deprived, overworked college student I was in 2009 was Eric Guadara. Â Iâm still Eric Guadara, but now I wear collared shirts every once in a while respect othersâ opinions as much as, if not more than, my own. Â I visualize my lives as a Venn Diagram. Â There are times where this new, more mature Eric and the old one collide. Â Ghosts of my past self show up every once in a while in interesting ways. Â But in my case, these intersections are not incredibly interesting. Â Sure, itâs funny to learn that I was part of a rap group in high school who wrote, recorded, produced, and released a full length album. Â However, there are other people with way more interesting intersections that myself.
Ride Along
Cops.  Whenever I think about a job that I would absolutely not ever want to do, I think of being a cop.  Teaching is rough, but being called to places where the shit is already hitting the fan is ridiculous.  What really piques my interest about cops is that they are also civilians (every once in a while).  When they doff their uniforms and go home to their families, the crazy shit they saw on duty that night (or a year ago, or ten) is still with them.  Iâll have to research PTSD and how it works, but Iâm fairly sure what Iâm interested in is not necessarily PTSD, but more the intersections that make each personâs narrative unique.  Iâm close with a few cops, and while we seem to get along decently well, thereâs no question that they typically prefer the company of other cops.  The same is usually true of veterans.  I presume the reason for this is that there is literally no other group of individuals who deals with the duality of existence as they do.  So they swap stories, they commiserate, they laugh âem off over a drink or ten.  But there are also times when they have to pick their kids up from school or attend a social event with a lot of people crammed into a small space (very unsettling for someone who is trained to be on guard).
I went on a ride along the other night, and while it wasnât terribly eventful, I got to see some shit and talk to some cops about the shit that they have seen/dealt with. Â I wonât spoil many of my adventures in this blog, but even the initial donning of a bulletproof vest was off-putting. Â I knew I was going to have to sign a waiver and get asked if I had a living will and all that, but the weight of the vest really drove home the fact that I was potentially going to be in a place where a goddamn gun was fired in my direction.
Inklewriter
Iâm using ink by Inklestudios to write my stories for a few reasons.  First, itâs relatively easy to learn and start storytelling with, especially if youâre versed in programming logic.  Second, and this is a big one, ink integrates very nicely into Unity.  This means that if I choose to make my project more visual, more aural, more interactive, I have that door unlocked for me down the road.  Twine is fine, but this just seems to have more potential for elevating past the genre of Interactive Fiction.
Squarespace
I could not for the life of me figure out how to host my prototype story on my Squarespace page.  I spent over an hour reading different strategies, enabling developer mode, poking around the directories using SFTP, but alas, it wasnât meant to be.  Perhaps Iâll someday be able to figure it out.  I also tried using Google Drive to host my project, but I think Google abandoned their compatibility for hosting once Google Pages became a thing.  Finally, in a last-ditch effort, I stumbled upon GitHub Pages.  I watched the tutorial, downloaded the client for Windows (donât look at me that way, terminal snobs), and within minutes I had my story hosted and ready to go.  Iâd love for you to fill out the survey, play the story, then answer the end question.  Itâs short.
The Temporary Game Title, the type of game, & progress we have made so far!
As the title of the blog shows, we have a lot to go over.
First off, the temporary name of the game: Project: Sides
Second off, the type of game: The game will be a mobile game where the player will get a prompt on the screen which will be a number. The screen will be filled with different shapes of many verities. The goal is to tap the shape that has the number of sides that match the prompted number (if its a three, then you tap the triangles). Â The player will be tapping different shapes to refill the timer (oh yeah, theres a bar on the screen to show how much time is left) and score higher. When the timer runs out, then game over.
Another thing to talk about is that the game will also have an emphasis on the music in the background. This background will change in shift (one example is that the music is slower if time runs low). At different points also the background will change in response to the music changing from one song to another. This game currently has about 4-6 songs and will be adding more in the future.
Finally, progress: We have the prompt working and the timer working also (although there is a thing where the timer refills completely every time you tap a shape, we are working on that). We also have about 4-6 songs as stated above. The shapes spawn, destroyed if the right shapes are tapped, than respawn new shapes to replace the destroyed ones.
We also have concepts for parts of the game down the road we are looking into such as swiping to change the number of sides to tap (W.I.P). We also are currently working on stuff for the menus of the game. More information will be posted as the game goes down the road.
The project I was set on after the first two weeks of class was an autobiographical, epistolary mobile app.  In short, the app was going to send the âplayerâ a journal entry that I had written on that day years ago.  The âplayerâ could only read the entry on that day, and at the end of each entry, there would be some sort of interactivity.  At the very least, you could destroy the journal entry in some fashion (by flame, sawzall, crumpling, etc.).  I also played around with the idea of sending reactions to the dev (i.e. me).  Itâd be a quick and easy action on the userâs end.  Youâd swipe left to categorize the entry as being funny, swipe right to categorize it as being pitiful, and more.  The overall idea was to create an experience where you were helping me delete that part of my life.
After hours ripping out and chronicling the pages of my old notebooks, I came to the realization that the entries, save for a select few, are not particularly compelling. Â Thatâs a problem.
I had built up these notes in my mind to be something profound, or at the very least profoundly embarrassing.  The allure of reality TV,  besides for the trainwrecks who âstarâ on the shows, is the voyeuristic notion of peeking into othersâ lives.  I thought maybe sharing my private inner monologues would hold the same allure.  After reading through them all, I have a feeling thatâs not true.  Iâm at a crossroads, as Iâm supposed to have a testable prototype for class on Wednesday.  If I do decide to keep going with this idea, Iâll test it with the question being âis this at all engaging/of interest?â and the expected answer being, âno.â
Luckily, what Iâve done so far is not all for naught. Â I do think itâs important that I mapped out what fascinates me about certain existing works. Â What I want to explore is on the tip of my tongue. Â I just need to refocus my lens.
Hereâs my attempt at defining domains that my thesis project(s) could fall into. Â I started by mapping out some of the different examples in existing media, then plopped my ideas in there. Â Things moved around a lot.
EXs (or - how to read this damn thing).
Mortified Nation (A) is all about sharing shame, reflection, and is epistolary and autobiographical in nature.
A Clockwork Orange (G) is mostly about societal horror and transformation.  Thereâs some facing the past in there, too.
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My year-long project starts now. Â Here are some preliminary thoughts/ideas/notes I jotted down throughout the summer. Â Iâm using them as a jumping-off point for my thesis project:
Initial Prototyping questions/arguments
Is there an example of human character progression in games? Â I want to make something that looks back at who we once were and how we interacted with others vs. who we now are. Genuine character progression.
Existing Examples:
Mortified Nation - documentary about âsharing the shameâ of our former selves, A History of Violence, The Shining. Â Autobiographical games like Dys4ia do a good job with this, too. Road Not Taken?
Beautiful Anonymous
Muslim coming out story with letters on iPad
Storyteller
Potential Thesis Projects:
An explorative game that chronicles the UTs of my college notes. Â Scribbled on pieces of paper, thoughts about whatever was going on at the time. Â Maybe they could act as puzzle pieces the player can put together? Â Maybe the whole UI is like flipping through notebook papers and you can select certain notes to play tidbits of games.Â
Something that explores how new people would respond to old me?
I'd like to explore the universal feeling of romantic regret. It's In movies, poems, books, music. Â
Existing Examples:
Nothing Compares 2 U
One Mo Gin
The Road Not Taken
Still Crazy After All These Years(?)
Potential Thesis Projects:
A 3D exploration game that uses ink to make branching stories
An app that has access to your contacts.  When it starts, it asks if you have any exesâ numbers in your phone.  You check them off, and then⌠game?  Maybe the characters take the names of those people in your contacts?  Maybe the game deletes the contacts at the end?  Moving past our former selves.
A narrative game like Coming Out Simulator but with old AIM chats.
I forget why it got brought up during an NYU lecture, but the idea of horrible train wreck allure in games and other media is interesting to me. In movies, there are certainly some that are so gross you can't help but watch. Games do some gross things but they're essentially normal, casual, done without too much regard.
Existing Examples:Â
Crash (Cronenberg)
A Clockwork Orange
The Fly
NINâs Closer (off putting to listen to)Â
Potential Thesis Projects:
Shining-inspired game where you have to âcorrectâ people who are getting In your way. They appear and may say something like âI asked you to put the garbage out two hours ago!â and you type in what they say. Each completed word is an axe slash that hacks off one of their limbs. Later, you have to stack them neatly as tetrominoes.
Maybe an infinite runner where all the paths you take are actions that you see occur in the background. They're terrible and as a player you automatically aim for the lesser of two evils.
The subtext of generic conversations rarely comes through in game dialogue. Sometimes we get inner monologue, but what if the charactersâ true feelings about situations were shared?
Existing Examples:
Liar, Liar
Double Fine games do dialogue (including inner) really well
Undertale
Potential Thesis Projects:
Could be a comedy game - tell us what you really think! - or a serious game. When father asks son how college is at holiday break, the son gives gives a typical âfineâ answer. The subtext answer, though, is something like âit costs you a refinancing and strain on your marriage, but I'm drinking a lot so that's cool.â every time you run into one character, no matter what you say to him his response Is âI owe you $1,000 and I never bring it up.â could show in different spellings/accents like âall work and no playâŚâ
Into is a short and beautiful âsecond person surreal coming-out-of-ageâ story in which you discuss your innermost thoughts with your soul mate. Â
Itâs a short game with a powerful message that doesnât just relate to sexuality or gender, itâs pertinent to everybody â a person is far more than what people see on the surface.
I wrote a paper that defines Comic Games as a genre. Â Letâs argue about what I left out, ok?
http://tiny.cc/funnygames
P.S. Itâs a work in progress. Â Good writing is rewriting and Iâve only revised this paper about a dozen times. Â Itâs surely missing things and might be incorrect here and there. Â Feedback is appreciated.
P.P.S. I have a lot to say about academic writing, especially about video games. Â Maybe for another post.
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I read Andy Nealen, Adam Saltsman, and Eddy Boxermanâs âTowards Minimalist Game Designâ for homework and loosely threw together some thoughts on minimalism.  Enjoy!
One of the most important aspects of minimalist game design is its link with accessibility. Â Minimalism and accessibility go hand in hand. Â The more complex a gameâs rules, mechanics, controls, and/or systems, the narrower its playable audience. Â A game like Canabalt, whose one-touch control and automatically populated environment launched an entire genre of games, can be played by nearly anyone. Â A game like Call of Duty, though, requires a ton of prior knowledge and a deep familiarity with a given platformâs control system (a keyboard+mouse in the case of a PC; a gamepad in the case of consoles) to be considered playable in any meaningful way. Â Non-minimalist (maximalist?) games are often populated with myriad visual information to be deciphered by the player on a continuous basis. Â The mental power necessary to simply interact with (or, play) a complex game takes away from the mental power that can be directed towards the actual experience.
I think of Eitan Glinertâs thesis work âThe Human Controller: Usability and Accessibility in Video Game Interfacesâ when I consider minimalist game design. Â There is a large number of people who are excluded from playing games simply because they canât ably interact with them. Â A minimalist approach to controls specifically can assuage this issue and offer unique, playful experiences (i.e. games) to more people, which is what gaming is all about in my opinion. Â Consider disabilities during your design process. Â How can a blind player interact with your game? Â How can a mentally challenged player interact? Â Someone without hands? Â Mount yourself with any combination of physical/mental restrictions and design from that perspective from time to time. Â You just might reach more people.
Works Cited
Glinert, Eitan M. "The Human Controller: Usability and Accessibility in Video
    Game Interfaces." IGDA Game Access SIG. IGDA, May 2008. Web. 7 Feb. 2016.
    <https://gasig.files.wordpress.com/2011/10/the_human_controller.pdf>.