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6.3 Multimodal Analysis

6.3.3 Game summaries

A short summary of each game analysed is given below, along with a representative screenshot.

These are intended to give an overview of the games created and provide context for the discussion of narrative elements within the games. The designer’s intended traversal of the game is represented here (as far as it was possible to interpret this from the play-throughs and survey/interview data) although other meaningful paths are also highlighted. The rankings given to each game by the expert rater using the assessment schema are listed for information. All names are pseudonyms, and a code has been included after each name which is used within the

main analysis to make it easy for the reader to keep track of the conditions under which the games were created. The code first shows the study context (School=S, Workshop=W), and then the toolset version (Basic Toolset=B-T, Narrative Threads Toolset=NT-T).

6.3.3.1 School games

Katerina (S B-T)– ranked 1stin Basic Toolset group, ranked 1stacross both groups

Katerina developed an interesting, and fairly coherent story. The player is asked to help some pixies expel the trolls that have overrun their village. We are told about a fabled weapon – an ice arrow which can kill any living creature. The pixies warn that many have died looking for it, but they ask the player to try to find it. The player is then encouraged to find some wolves, who can apparently give more information about its

whereabouts, but also warned that some of the wolves can be nasty. When the player finds the wolves she can talk to two of them; one will tell her where the arrow is, whilst the other will laugh and immediately attack. If the player asks the right wolf she will find out that the arrow is guarded by a dragon behind the mountains. The dragon turns out to be too powerful to beat, but the player is still able to pick up the ice arrow from behind him with little difficulty.

The designer has worked hard on giving the player clear directions – mostly she has relied on landmarks such as woods and mountains which are mentioned in conversations, and can then be located by the player in the distance. This is a fairly standard rescue quest storyline, and the characters are not particularly deeply developed, but there is a nice coherence to the narrative and good player awareness.

Owen (S B-T)– ranked joint 15thin Basic Toolset group, ranked 28thacross both groups

Owen clearly put some work into the background to his game, but no real story comes through to the player.

His careful naming of areas as ‘high street’ and ‘my house’ make it clear that some thought has been given to the areas, however, there is not much other communication of a story or context to the player. A talking

Figure 6.5: Scene from Katerina’s Game

Figure 6.6: Scene from Owen’s Game

chicken has the only conversation in the game. Through this conversation we find out that the player is looking for two dragons, and the chicken warns the player against killing them. There is also a large battle going on between a group of hostile and commoner creatures, which the player can become involved in if they get near to it. This is not explained or referred to by any of the characters.

The design of the area which seems to be intended as the player’s house, is very sparse; there are a few items such as a target board, but no further indication of the player’s life or

motivations. There is some attempt at guiding the player through proximity, as the door to the player’s house and the talking chicken are placed close to where the player starts. The black dragons are mentioned in the conversation with the chicken, which may lead the player to seek them out by looking for them in the distance.

Jay (S B-T) – ranked 26thin Basic Toolset group, ranked joint 47thacross both groups This is a game which centres on battle

sequences. The player arrives in the starting area in the middle of a huge battle between different factions of characters. The player can join in if they choose, or explore other parts of the area. They player can talk to two of the commoner character dragons (when they are not in battle), but these very short conversations do not offer any

insight into why the battle is taking place. There is an internal area accessible through a door, but inside the house there are many more hostile creatures who will attack the player on site. We get no sense of why the player is there, or who the other characters are.

Susan (S NT-T) – ranked 1stin NT Toolset group, ranked 5thacross both groups

Susan clearly had some interesting story ideas, and was successful to some extent in conveying them. In the game we find out that the player is on some kind of mission for their master, but along the way she is also asked to help out the local people in the village in which she finds herself. If the player chooses to help we learn that a witch is coming to kill the villagers. The

Figure 6.8: Scene from Susan’s Game

Figure 6.7: Scene from Jay’s Game

player can find and speak to the witch within the area, and may receive threats from her depending on the options chosen.

The designer has put some thought into the story, and has paid particular attention to

characterisation, with two of the three main characters having clear personas expressed through their appearance and the language used in conversations. The guidance here is quite poor. Initial indication is given by placing a character with a conversation in front of where the player starts, but after this there are no further clues about where to go or who to talk to. It would be easy for the player to speak to the witch before the person who warns them about the witch, meaning that the conversation with the witch wouldn’t make sense. Unfortunately no interview or survey data is available for Susan, as she was absent at the end of term.

Jane (S NT-T)– ranked joint 13thin NT Toolset group, ranked 32ndacross both groups

Jane clearly put some effort into area design and character creation, but it seems as though not much thought has gone into the story.

There is one conversation, but it does not reveal much, apart from the fact that the player is looking for help because there are lots of hostile creatures in the area. There appears to be a battle between two different sides taking place in the area, but we are not given any indication of the background to this. There is a second area which can be reached through a door, but there is nothing of interest in the new area.

Jane struggled with giving the player adequate guidance. The player starts facing away from the one creature that has a conversation, and away from the house which they can enter. This makes it hard for them to find the things of interest in the area. There has been very little thought put into guiding the player.

Zane (S NT-T) – ranked 23rdin NT Toolset group, ranked joint 49thacross both groups

Zane created a game with only one character, who is hostile to the player, and no conversations. There are also no other indications of purpose, goal or background to the game. Despite this, the starting area seems to have been designed

Figure 6.9: Scene from Jane’s Game

Figure 6.10: Scene from Zane’s Game

quite thoughtfully, and gives the impression of a town with a number of sinister features, such as blood red lakes and a burnt out building which the hostile character stands next to. There is a second area, accessed through the door to a building, but this is completely empty inside. The player is guided to some extent by proximity; the door to the new area is close by the start point, and in the direction that the player will start facing.

6.3.3.2 Workshop games

Richard (W B-T) – ranked 1stin Basic Toolset group, ranked 4th across both groups

Richard created a game with many areas, but without as clear a storyline as some of the other workshop games. Interestingly, in the end of week interview, when prompted to describe the story of his game Richard explained that the player’s town has been burnt down and destroyed by a creature, and the player has to find the creature, and also his family, who have gone missing. However, no elements of this story are evident in the game. There is a town section which seems quite empty, but there is no evidence of it having been burnt down, and the one person in the town who the player can speak to makes no mention of there having been a disaster in the town. Neither is any mention made of his family by any character.

The player is not given a clear purpose in the game, but the implied purpose is that of collecting

treasure. Wooden signs near the start point encourage the player in a certain direction, who then battles through some hostile creatures to get to a house where treasure is being guarded by some zombies. Along the way a dragon and a spider give some useful information, such as the locations of the hostile creatures and treasure, but the

characterisation is quite weak, as we don’t get any sense of what their relationship is to the player, why they are helping, or what they think of him.

Finally the player reaches a sparse village with two buildings. One building is empty, and in the other we meet a blacksmith who tells the player to go and find his twin, the other blacksmith. It is possible that the story Richard described in his interview was supposed to unfold after this point, but this was as far as he got.

Richard appears to have focused on setting challenges for the player, such as fighting the zombies to gather the treasure, rather than connecting up the encounters into a coherent story.

The player is guided reasonably well through paths and signs, although the hilly terrain made

Figure 6.11: Scene from Richard’s Game

the path hard to keep track of in places, and no explicit information is given about where the player should be heading or what they should be doing.

Alan (W B-T) – ranked 3rdin Basic Toolset group, ranked 9th across both groups

Alan had difficulty getting his story ideas across in his game, and also in setting a reasonable challenge level for players. Although he explained in his interview that the game is about rescuing the player’s brother, there is no mention of this in the game, either in dialogue or by any other means.

There is in fact only one conversation in the game, it comes right at the start when the player speaks to a woman

standing nearby. In this conversation the player can ask for help getting to “the boat on the other side”, which results in the woman, and some of the other character standing nearby, joining with the player to fight alongside him. There is no attempt at characterisation of the player or the other characters.

It is hard to know where to go in this game, as the starting area is very large and there aren’t pathways, signposts, or directions from characters. The boat mentioned in the conversation is not visible from the starting point, but becomes so when the player gets nearer. It is also very hard to travel through the area, because there are a large number of hostile creatures, including bears and spiders. There are also lots of items which can be picked up, mainly weapons and armour. If the player makes it to the boat, there is no sign of what to do – no-one to talk to or interact with. However, there is a house a short distance away which the player can enter. This is an internal area with some items which suggest it is a domestic space (two beds, a gong), but also some slightly incongruous items (an alchemical bench, a pile of gold).

There are no characters in this area, but there are some items which can be picked up, mainly staffs to be used as weapons. This appears to be as far as the designer got with the game. The game play in this game is quite poor, due to the exceptionally high number of hostile creatures.

Player guidance is also weak, as the player is given little idea of where to go and what to do.

Figure 6.12: Scene from Alan’s Game

Kofi (BT) – ranked 6thin Basic Toolset group, ranked 13thacross both groups Kofi’s was by far the most full and

lengthy description anyone gave about their game’s storyline during the interviews, but he struggled to

implement his ideas within the game in a way the player can understand. The expert independent rater had such trouble navigating the area that she believed that there were no

conversations, and as a result

understood nothing about the story. This led to a lower rating than might have been appropriate.

The player’s goal is to help to save the land of Am, which has been thrown into chaos since

‘The Entity’ came and turned all creatures evil except those who had ‘the Orbs’; mystical objects which were then subsequently stolen. The player can get this information from a man called Mou, if they manage to find his house (which the aforementioned rater wasn’t able to do).

The player’s goal is to find the orbs and return them to bring peace back to the land. The story line is very imaginative, if the player is able to find out about it.

The quest involves fighting large numbers of the creatures which have been turned evil, to reach a boat which will take the player to another continent where one of the orbs is to be found. A large number of creatures protect the orb in this new area, but it is possible to reach it. The orb is supposed to teleport the player back to the original area once retrieved, but this appears to be as far as the designer got.

Lack of clear player guidance lets down the imaginative story line to some extent, making it easy to miss the whole purpose of the game. Game play is very hard, as the two battles within the game are impossible to win, although it is possible to run away from them.

James (NT-T) – ranked joint 1stin NT group, ranked joint 1stacross both groups

James created a game which tells the story of a young person on the cusp of adulthood being faced with the realities of the world and the necessity of getting a job. A humorous exchange with his father leads to him leaving the family farm to head for the local ‘mage station’ where his father has secured him his dream job. Along the way the player meets a dodgy merchant keen to relieve him of his money, comes across dangerous creatures, and after fighting off a group of vicious beetles, is ‘spotted’ by a talent scout from the aforementioned mage station. In

Figure 6.13: Scene from Kofi’s Game

his interview James explained that the player was then due to come up against spies from a rival group who would attack him, but he did not manage to implement this within the time scale.

James’s game had a lot of humour in it, and also some touching moments. The player character is developed in a very interesting way.

The game play was well designed in this game, with battles of increasing

difficulty placed along the way, in line with the unfolding story. James guides the player well through his game, using area design elements such as pathways in conjunction with dialogue content and pop-up text boxes.

Karen (NT-T) – ranked 3rdin NT group, ranked 3rdacross both groups

Karen had some experience using the game making tool, as she had been in one of the classes who were taught to use the NWN2 toolset as part of the design activities. However, she was not one of the pupils involved in the design work, so didn’t have any pre-existing familiarity with any of the NT tools.

Karen said in her end of week interview that she had based the game on a story she was currently writing. She explained that the player takes the role of a young female adventurer, Nicola, and that there is a “noble kid” who wants to become an adventurer, who the player ends up taking on as an apprentice. From there, she explained, the story continues with the pair taking part in adventures to find valuables for a woman called Gloria. The adventurer also meets up with her sister, who eventually betrays her, leading to an on-going battle between the two. With her game, however, Karen only got up to the point in the story just before the player is due to meet Gloria.

The attention to detail in the game is impressive. Karen put a lot of effort into introducing the character of the noble, explaining the player’s persona and conveying the story setting. Karen paid little attention to game play. In the interview she reported plans for quests and battles

Figure 6.14: Scene from James (NT-T)’s Game

Figure 6.15: Scene from Karen’s Game

within the game, but she did not have time to complete these. Player guidance was taken care of successfully through a combination of textual instructions and area design.

Chris (NT-T) – ranked 6thin NT Toolset group, ranked 7th across both groups

Chris created a game in which the player must travel down to hell to defeat the evil overlord of the land. This story does come out at points within the game, as well as in the end of week interview, but the

narrative and goals are not conveyed to the player quite as coherently as with some of the other games. Along the way the player meets a number of other

characters and attempts to persuade them to join him in his quest to defeat the overlord. They all agree to help in principle, but we see little action from these commitments within the game.

Chris did not manage to implement the final showdown with the overlord within the time scale of the workshop.

There was some effort put into characterisation, but we don’t get a strong sense of the player’s personality, beyond what we learn from the number of short and snappy conversations in which

There was some effort put into characterisation, but we don’t get a strong sense of the player’s personality, beyond what we learn from the number of short and snappy conversations in which