Naaami/my game storyline: Difference between revisions

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=TITLE: SAVIOR=
==The story line==


- A main concept of my game is Situationism from critical perspectives of feminism and media in capitalism
==Displaying narratives for players==
- Stotyline: "A peaceful city has been dominated by ads in the swirl of capitalism.<br>A ball as a residence in the city has to save other ball friends captured in the ads.
One important thing to consider was how to naturally guide players who don't know my contents/concepts/etc.
[[File:Ball.png|thumb]]
I know mine already, so for me everything is clear, without detailed background.<br>
But from strangers' perspectives missing details might trigger confusions.  
Thus I wanted to design some narratives.


- In the intro, I could put some description like <i>"You are a ball living in the city, and your ball friends are missing!</i>


===-Contextualisation===
My game makes the most sense when it's placed in shopping street in den Haag, given the storyline of the game. <br>
When we searched and scout the spots, I and Kendal, Clara visited a shop called "Collective Swan" in one of the main shopping streets.


===Intro and Outro in the game===
- In the intro, I could put some description like <i>"You are a ball living in the city, and your ball friends are missing!</i>


-
===Web landing page===
=> For the same itinerary, each person experiences different dérive.
Hotspot zone 4 Shopping street : [https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/4%20shoppingstreet/Savior/ link1]
[https://salvage.zone/in-print/salvaging-situationism-race-and-space/ Salvaging Situationism: Race and Space
<br>
 
Hotspot zone 5 Pigoen plaza : [https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/5%20pigeonplaza/Savior2/ link2]
==TIC-80 function application to the concept==


===Collision example===
-Narratives : <br>
===SYNC()===
* Text with a talking tone : <br>
"Aren't you curious what's going on in the street?<br>
Click the image below to play the game 'SAVIOR'." <br>
...<br>
Welcome to gallery! This is a collection of sexy ads in the fancy street!<br>
Aren't you charmed by these images? Watch out though! "You might be captured in the ads! You won't get out of them by yourself...<br>
Maybe you gotta go somewhere else to stay awake!<br>
-Aesthetics : <br>
* Implying city landscape : Greyish background
* Billboard ads : Bold background colors<br>
[[File:web1_savior.png|550px]]
[[File:web2_savior.png|550px]]

Latest revision as of 09:43, 12 April 2021

Displaying narratives for players

One important thing to consider was how to naturally guide players who don't know my contents/concepts/etc. I know mine already, so for me everything is clear, without detailed background.
But from strangers' perspectives missing details might trigger confusions. Thus I wanted to design some narratives.


-Contextualisation

My game makes the most sense when it's placed in shopping street in den Haag, given the storyline of the game.
When we searched and scout the spots, I and Kendal, Clara visited a shop called "Collective Swan" in one of the main shopping streets.

Intro and Outro in the game

- In the intro, I could put some description like "You are a ball living in the city, and your ball friends are missing!

Web landing page

Hotspot zone 4 Shopping street : link1
Hotspot zone 5 Pigoen plaza : link2

-Narratives :

  • Text with a talking tone :
"Aren't you curious what's going on in the street?
Click the image below to play the game 'SAVIOR'."
...
Welcome to gallery! This is a collection of sexy ads in the fancy street!
Aren't you charmed by these images? Watch out though! "You might be captured in the ads! You won't get out of them by yourself...
Maybe you gotta go somewhere else to stay awake!

-Aesthetics :

  • Implying city landscape : Greyish background
  • Billboard ads : Bold background colors

Web1 savior.png Web2 savior.png