Thursday 13 March 2014

The Fullbright Company - Gone home - Looking at Gameplay Interaction.

When you post on your blog you should contexualise and explain how the work relates to your proposal and how/why it is relevant to your practice. 


Another Game i played fully through was Gone Home. I had read reviews about it and been told to play it by my tutor Anna so i got it on steam on sale :) As soon as i started to play it i was immediately drawn in, its strange but nothing happens throughout the entire game apart from one light bulb going out which made me jump, other than that it is just story-fuelled mixed with fantastic graphics and sound to create an ere suspenseful environment and the interest in finding out where your family is.
Playing this told me a lot on how to deliver narration, lighting, timing etc. Here's some details in things i found from playing it and analysing it-

Narration - The Narration to Gone Home was absolutely marvellous it was narrated by a girl who was played by her sister, personally i like mens voices for narration better they just seem to have a stronger and softer tone delivered at the same time, however i was very impressed by the well delivered girls voice. It made me think of linking character and voice together so for example the mans voice may have a french accent to it if i set it in france medieval times? Or he may speak in old english to get the point across of the storey how it happened so many years ago. I want the narrator to be reading it from the stories point of view, not the characters playing it. If i hadn't have played Gone Home i wouldn't have thought about this so this piece of research was crucial and very insightful. It is even more clear to me now - I NEED A PROFESSIONAL NARRATOR. 

Sound - The sound was done very well a very good point i got from it was that i think the sound as attached to the first person controller so sounds were not lost of drawn out, i am definitely going to use this feature in my game level.

Scenography and Lighting - The scenography is set out so well for example with the added effects of the lights being off it creates an atmosphere for random objects to become something the player thinks is an enemy. They have been placed in a way that is in the exact line of sight for the player for example when you walk into the dads study there is a desk chair bang right there in the middle of the room you instantly think its going to be something else and jump out at you put its not, its just a chair, place very, very well. Another example would be in the very well lit living room with the television provided the only light mixed with the sound playing over and over again you are almost scared to turn it off just incase you see something in the reflection of it behind you, it psychologically gets into your mind and freaks you out without even doing anything. This is something i need to incorporate in my game level, to have such an effect with my lighting and scenography that i guide the player with it and i create an ore of nice sensations and aesthetically pleasing environments.


Interaction - Interaction in this gameplay really helped me to visualise my own from Matt's feedback from the presentation before i new that i had to incorporate interaction in here somehow, wether it be through tactile effects so the player felt more immersed or wether it be to be able to activate a switch somewhere to get further such as the draw bridge or a a trap door. Gone Home had a few trap doors which in point and click adventure games are always nice to find you get a sense of accomplishment and it gives you more direction in the game level. You can pick up lots of things in Gone Home, it got me thinking that maybe i should be able to interact with things such as books or the bow in the treasure room giving the character this interaction would get them more involved in the poem and story. I cold then also incorporate mini stories in the books for example of have the paintings eyes move etc like they are reliving the story as it is told. Maybe if i put a riddle or puzzle in the level it will create interaction too? This is something to dive deeper into buy playing Gone Home mad me think deeper into all these things which is good.





This video was also cool too, Steve Gaynor walks us through his moody masterpiece in order to show the stuff you probably missed. It shows you the level of interaction and storyline that this game actually has. 
It made me think a lot about the level of story telling in my game and to what level i wanted detail to be at so for example i included in my level coins on the floor not just in the chest to show their had been a disagreement, i wanted books to be different in the book case so i UV textured different ones so they all weren't the same i also included a ladder on the bookcase because it was so high that you couldn't possibly reach the top without a ladder, from watching this video it helped me to realise to add the little things in which in effect create much more realism to the game itself. 

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