Tuesday 11 December 2012

Narrative Piece - Evaluation



Evaluation

The main purpose of being set the task of writing our own interactive narrative pieces was to demonstrate an understanding of the theories we have been introduced to over the course of the module, and in that respect, I believe my finished piece does that. However, although my piece may follow the three-act structure, use one of the seven plot points, and work on some level as an interactive story, my process for reaching that stage was pretty horrific. I started this task with a clear idea: to make a half-life related story. Which is all well and good, but I had NO idea what I wanted to do in that context, I had no ideas, and what made the matter more complicated was combining that with my other idea which involved taking the aspect I most enjoy in films, a coward overcoming their fear, and using that as a gameplay mechanic. Again I had no idea how I was going to do this.
                It took me a fairly long time to pin the basic plot of my story, even now I haven't given everything that happens in it, though the holes are fairly minor details when looking at the overall plot. The worst part by far was combining that plot with a playable, semi-enjoyable gameplay mechanic. For the majority of my time spent on this project the mechanic has eluded me, and it's caused me a lot of problems in the story department, I just could not think of a way to make it work in such a way that it represents the characters progression from cowardly to courageous, and I still don't think I've got it right in my final piece, but at the very least I believe it's almost there. The problem I see with the system I have at the moment is that the idea is to instil a fear in the player of choosing the brave options, because there's such a high risk involved (death), but the fact is a player will most likely just go back and try again or skip past it entirely. For this reason I believe my idea would be more suited to a more closed environment, such as a text-based game. A text-based version would allow me to make the game far more unforgiving, so that when you die, you must start from the beginning, as you must do in The Hobbit. More problems are raised by this such as how the dice roll system would be adapted to a computer, and whether anyone would have the patience for such an unforgiving game. The Hobbit certainly got on my nerves at first, but it grew on me, maybe if it were a text-based game my story could reach a cult status akin to super meat boys insane difficulty, only with less fun and more frustration!
                Now that I've finished, I think I'm most pleased with how well everything came together towards the end of the project, especially the first act, which was the part I managed to flesh out the most, it shocked me how a lot of the ideas just fell into place so suddenly. I probably spent about three quarters of the time we had on this project feeling like I'd given myself an insurmountable task, like I'd dug myself a very nice hole with my idea, but I'm so pleased that I managed to get out of it in the end, even if it felt like I was a mile underground at the time. I believe I have gained a lot from this task, besides my knowledge on various narrative structures, namely perspective. I am not the avid writer I used to be as a youngster in school, using my free-time during the day to go and write stories. Narrative is a much deeper and theoretical subject than I imagined, and I finish the module with a great respect for it. As for what I would have changed, there are a few things, most importantly I would make sure I have better organised notes and ideas, it was hell trying to look through all the crap I managed to spill onto a page in a lesson. I would also combine this organisation with better overall planning, though in the case of my final piece the lack of planning is down to a lack of any significant time with a fully formulated story in my head. As for the story itself, I would have liked to write my piece a little more descriptively than I have done, right now it's possibly even more vague than the Half-Life plot! Taking all these things and making sure I did them if I were to write another narrative piece, I believe I could create something far better than the one I handed in for this module.

Narrative Piece - Act 2 and Act 3 Synopsis



Synopsis

These are the two acts I didn't write up in my final piece, not least because they would most likely add another 10 or so thousand words to the thing!

Act 2:

Having been knocked unconscious, the main character awakens some hours later to find the train station is not only deserted, it has also become the lair of the crocodile-like creature (Bullsquid) that caused the people in the station to flee. The main character leaves, taking the route to the platform cautiously in case they run into another creature. Once outside the main character takes in their surroundings, the sun is low in the sky, and they see no people outside of the station. The main character no longer hears screaming, instead a chorus of alien wildlife calls mixes with that of the local animals to create an incredibly bizarre ambience. The main characters nausea subsides, they decide to go off in search of a nearby shop for food. The idea that the world ending means houses as food-sources escapes them... Knowing of a place near the station the main character heads there, finding it devoid of life yet with an ample supply of food for the taking. As the main character eats, enjoying a brief respite from the evening humidity by sitting on the edge of a refrigerated display unit, they meet a new, dog-like creature that is almost 'cute' in appearance (Houndeye) more houndeyes enter the shop and the main character is forced to flee from them, and in doing so running straight in front of an army convoy vehicle. The soldiers on board deal with the houndeyes as the main character is guided into a civilian truck.
                The Main character now finds them self part of an army convoy headed to a refugee camp in the city. As they travel, the main character hears someone talking about the creatures that engulf peoples heads (Headcrabs) and what happens to their victims, how the creatures seem to turn their victims into shambling, zombie-like things, they're compared to parasites. The main character finally faces what they have done, succumbing to guilt and remorse. The main character is distraught, though as is their way, they barely show it on the outside. Regardless, the lady sat in front of the main character somehow picks up on their distress, she tells them she's heard there is a way to reverse the process, a cure. The potential for a cure renews the main character with a sense of purpose, a chance for redemption. As the main character realises this the convoy is attacked by one of the huge flamethrower-wielding creatures (Gargantua) leading to the main character picking up a gun and using it to save them self from a Houndeye, before having to discard it and continuing to the city on foot, the main character is told where to go by one of the soldiers. Some time later, after traversing the suburban streets, the main character reaches the refugee camp and is so exhausted by their experience that they can only go to sleep.


Act 3:

When the main character wakes up, the first thing they do is find someone who can tell them if his mother has made it to the refugee camp, after all, they never saw whether she actually lost her struggle with the creature in the kitchen... Talking to the soldier keeping track of civilians in the refugee camp, the main character explains what happened to his mother, though without explaining that they did nothing to save her. The soldier calls over their superior officer who takes the main character and shows them a captive Headcrab Zombie, proving once and for all that there is no way of reversing the process.
                Despite this, the main character clings to the belief that there is a chance his mother survived, and wishes to leave the camp and return home to find out for himself. The superior officer explains that while they had been instructed to keep civilians inside refugee camps, they will be willing to help out, though they explain that the way they came has become overrun with alien wildlife. Heeding this warning, the main character asks what would be the safer routes to take? The officer give the main character some options and then sends them on their way. The main character makes this last journey (of the story) with a determination that gives them the confidence to overcome the majority of obstacles they face, culminating in a selfless act of heroism to save someone from a headcrab attack. Having done this, the main character makes their final journey to their home, finding it intact though slightly worn by the events of the last two days.
                Finally, the main character enters the house and finds their worst fears confirmed, the Headcrab Zombie that used to be the main characters mother is slumped against a cabinet, though it stirs when the main character see's it. At this point, the main character feels they can forgive them self by finally doing something good for their mother, and putting her out of her misery. They raise a gun to the side of the monsters head and pull the trigger. End.


Note: The storys gameplay mechanic will come into play and is the deciding factor in how the main character progresses through the story, culminating in a tally up of successfully performed acts of braveness that determine how the story ends.

Narrative Piece - Remorse [Working Title] - How to Play and Act 1



How to Play
Requirements
To play this game you will need:
-         A Pencil/Pen
-         A piece of Paper
-         2 six-sided Dice

Remorse tells the tale of an ordinary-yet-cowardly and troubled man caught up in the world-changing events depicted in the video-game, Half-Life. Through the story you will determine whether your character can overcome his fear and forgive himself for his cowardice, or whether they will find themselves unable to rise to the challenge...
As you progress through the story you will find yourself faced with situations called 'Fight-or-Flight Events' that require the player to choose between a brave option and a cowardly one. 
While it is left up to the player whether to choose between the two, the brave option will require you to roll one six-sided dice to determine whether your character can even attempt to perform the act.
The brave option is marked by a number in brackets, it'll look like this:
'Will you try to perform this brave act? [6]'
The number at the end of the question represents the dice roll that is required to be able to attempt the act but beware, once you perform a bravery roll, there's no going back!
If your bravery roll matches the requirement in the question, you will then need to roll both six-sided dice, this will determine whether your character successfully performs the act of bravery. The criteria for this second dice-roll is represented the same way as the first, by a number in brackets:
'If you roll [6 - 12] go to X1, if not, go to X2'
The 'X' here represents the passage number that you would have to turn to for each respective outcome.
However, the second dice roll is an unknown. In some cases, meeting the criteria will mean success, but in others meeting the criteria will mean failure, the only way to find out what happens to your character is to read on!
In both dice-roll events, the number in brackets can either be a single digit: '[5]' or a range of numbers: '[1 - 4]', and these numbers are never coherent with any other event, so there's no rolling for the highest number!
Use the paper and pen to keep a tally of the number of successful brave acts your character performs, this will be used to determine how they progress throughout the story.

So, to re-cap, when at a 'Fight-or-flight':
1.       You must pick either a brave or cowardly option, the brave option will be marked with a number in brackets ('[6]')
2.       Picking a brave option requires you to roll one six-sided dice that matches the number shown in brackets
3.       Meeting this criteria, you will then roll two six-sided dice to match another number shown in brackets below the question
4.       You will then be instructed to move on to a designated passage number, depending on the outcome

It is important to note that if you fail to successfully perform a brave act, the outcome will most likely be your death (though not always.) However you must also not avoid the brave options as they play a key role in how your characters story ends!
Tip: Brave options vary in difficulty, a good way to judge the difficulty of a brave option is to look at the dice roll requirement. For example, a brave option with a [6] requirement will be a lot more difficult to achieve than an option with a [1 - 4] requirement.
It's also important to note that the brave choices will become less dangerous as the story progresses, due to your characters increasing confidence. Good Luck!



1
You're going back to that place in your head again. As the tightly packed commuter train rushes through the suburban landscape you notice none of it, not even the people around you, too lost in self pity and resentment. You are an office clerk in a dead-end job, you are in your mid-twenties, completely unmotivated, and you know it . It's been another one of those days, negative thoughts circling in your head, distracting you from your work, it's ok though, you don't think you do a good job anyway. You're thinking again of how you long to get out and see the world,  you might just have that life-changing revelation while you're out there, maybe you'll feel like you know what you want to do with your life... You want to be a more assertive person, to take less shit from your co-workers, but you're too stubborn to see it as cowardice... all these things you want to change about yourself, yet you don't do anything to make it happen, you never do. You sink further into your exhausted, depressed mindset. It seems like only a moment that you flit back to reality to the realisation that the train doors are about to close and it's your stop. As you make your way through the streets to your house, you retreat back inside your mind once more.
                You cross the threshold to your house, the comforting smell of dinner brings you to the surface briefly, but it only serves as a reminder to the fact that you still live at home with your mother. You know you should appreciate her more, she's so good to you, yet you can't help but resent her. There is no conversation at the table. You exchange pleasantries and thank her for the meal before heading to bed. You know she'll have noticed your mood, you're being sulky and acting in a way very unfitting for someone of your age, but you just want to be alone. You tell yourself you'll feel better in the morning.
                The next day you go about your usual routine, and while you wouldn't say you're feeling "better" you have managed to push the negative thoughts to the back of your mind. You go to the kitchen where your mother is leaning against the counter by the window, looking out at the weak morning sunshine while the TV runs in the background. You're running a little late today so your mother simply makes you a cup of coffee as you take a seat at the table, no time for anything more. "I could see how down you were last night", she says, you look past her and try to focus on the television, it seems to be a breaking news report of some kind '...strange activity in New Mexico over the past day or so seems to have escalated in the last few minutes...'. It's no good, you turn your head back to face her, "I know you're feeling a bit lost right now-" '...receiving alarming reports from the surrounding area...' "-but trust me, things will get better if you want them to, you just have to make it happen" '...earthquakes-' -bzzzt- ‘-light anomalies...'. You look down into your coffee cup as all those negative thoughts you had staved off come surging back, anger for your mother pulsing along with them because it was her fault, you stand, look her in the eyes and give her a very nasty look, "please don't give me that look, it reminds me of your father", she says looking slightly hurt, "What's wrong? What did I say?". You turn and leave her there without another word, too bitter to open your mouth and say anything.
                Anger pulses through you as you take your coat and open the door. You shut it behind you, silently cursing your mother for ruining your day before it had even started, but as the latch clicks behind you, something breaks through your spite. A slight rumbling beneath your feet, but how, what could it be? You know there hasn't been an earthquake felt here for nearly forty years, and that was only a moderate one at best, yet here you are feeling a growing tremor beneath your feet. A faint high pitched sound that seems to be getting louder also catches your ear, just as you notice the sky appearing to grow brighter behind the house. You walk across the front garden to the other side of the street to see what's happening as the wind begins to pick up, feeling slightly alarmed.
                In the distance you see a bright, shimmering wall of light that stretches along the horizon as far as the eye can see. It appears to be travelling towards you at a ferocious speed. You have very little time to react. The sound and the intensity of the earthquake increase tremendously, you cover your ears. As it draws nearer you see the intensity of the wall dissipating and you notice it's actually made up of thin strands of blue light that flit into and out of existence as quickly as they appear. The beauty of the spectacle belies its destructive force as it passes overhead. A great lurch in the ground throws you off your feet, you fall hard, deafened by the screeching. As you stagger to your feet, slightly dazed, your hearing returns. Car alarms along the street blare as the light storm fades into the distance, taking the sound and the earthquake with it. You see a thin crack in the pavement where you were stood, and another running along the road. Windows in houses all around are cracked and some shattered completely. People who had not already been stood watching the sky outside flood from their homes. You cross back to your house, the anger at your mother forgotten and unlock the door as, unseen to you, something worse than the storm makes itself known.
                You stand in the hallway as a flash of green light illuminates the house and is immediately accompanied by a huge crash that shakes the building. Your focus is immediately drawn back to the kitchen however as you hear a loud crashing sound followed by a chilling scream that becomes muffled halfway through. You press yourself to the wall and edge closer to the kitchen doorway, heart racing, panicked beyond anything you've ever felt before. You hear more crashing as you reach the doorway and peer into the kitchen.  Your mother stumbles around the kitchen, frantically trying to remove the horrifying four legged creature that has somehow engulfed her entire head, a small trickle of blood runs down her neck.
                Try to save her? [6]
                                If you roll [12] on your success roll, turn to 11. If not, turn to 3
                Flee? Turn to 9
2
As the creature bears down on the old man you notice someone has lost a shoe in the commotion and it lies at your feet, your instinct screams at you to run and save yourself, but instead you find yourself kicking the shoe at the creature in the hope that it might distract it. Unfortunately, as you expected, the shoe flies past the creature which continues, unfazed by your attempted projectile skidding along the floor behind it. You turn away as the thing launches itself at the terrified man. You have to leave, right now, and the only way to do that is to climb through the doors already broken window in front of you, you try to be quick, but find yourself fumbling to remove the last few spikes of glass from the window frame. Eventually you begin your climb through, trying your hardest to ignore the sounds of the creature eating its fill, except there are no sounds like that, there's no sound at all from the now empty train station, you turn your head just in time to see the creature charge at you. In your panic you launch yourself the rest of the way through the empty window frame. The creature crashes into the door with a loud bang, or maybe that was the sound of your already injured head catching the edge of a desk placed just inside the doorway as you jump through... The world vanishes as you fall unconscious. Turn to 13
3
You can't bring yourself to do anything that might save her, fear has you glued in place. You wish you weren't so cowardly... You turn your head away from the scene and run. Turn to 5
4
As you run towards it, you see the station is packed, they've got the doors shut and you see a myriad of faces peering through windows. You reach the door and are worried that someone might hold it closed, but you are let in by a scared looking station patroller. "Are you okay? Are you hurt?" he asks, almost pulling you inside the building. You tell him, through gasps for air after your flight that you're fine and he instructs you to find somewhere to wait as they are hoping some trains may be running into the city at some point, you ask if anyone knows what's going on, fruitlessly. How could anyone know what was going on? you ask yourself. You make your way through the crowd of worried faces, you hear chatter and the a few crying children, but apart from that this place while not exactly calm, in its organised, semi-relaxed state, makes a complete contrast to the world outside. You find yourself a clear patch of wall to stand against, you let yourself catch your breath some more, and feeling slightly more relaxed, you run your hand through your hair before closing your eyes and leaning your head against the wall too. You jolt it back to its upright position almost instantly as your thoughts stray to your mother. You block them out, you're not nearly ready to face them yet.
                For a long time you stand there, listening to the troubling sounds, wondering just what's going on, and whether its affected anywhere outside of the US. You watch as a disgruntled father takes his family out of the station, apparently under the belief that staying in the station is a death sentence. You start to wonder what you're going to do yourself, as there seems to be no sign of the trains. As you glance around to see what other people are doing you notice it. The rumbling begins again. Another storm is approaching only much, much faster; before you know it the ground is trying to throw you off your feet again as the building shakes around you. People have barely had time to react as the storm passes overhead, the building lurches violently, your head crashes against the window of a door, dazed once again as the storm fades, you place your hand behind your head and see a small patch of blood on your fingers. People around you try to pick themselves up off their feet as the commotion recedes slightly. Everyone holds their breath, they know what might be coming next, and it does.
                A bright green light fills the room as something about the size of a tiger materialises in the middle of the crowd. Screams echo all around as the thing begins to attack anyone nearby. Amid the sudden eruption of people trying to escape, you see a man try to restrain the creature, only to be thrown back by a jab from the strange squid-like tentacles that protrude from its face. As if it weren't horrifying enough already, it then proceeds to spit a luminous green liquid at the man who screams in pain as it sticks to his skin, burning like acid. You look away as the creature begins swiping at people with its tail. As you turn you see an old man has fallen and is moments away from meeting the creature face to face.
                Help the old man? [3 - 5]
                                If you roll [6 - 12] on your success roll, turn to 6. If not turn to 2
                Try to climb through the doors broken window? Turn to 8
5
You open the door to utter chaos, people run past the house terrified, you can hear screams coming from all directions as you turn to see what they're running from. A monstrous creature is silhouetted through the smoke of a burning house, flamethrowers erupt from its arms as it lets out an unearthly roar. Terror grips you as you join the few people still running past your home, you see a flash of green lightning emanate from a lawn on the other side of the street, assuming it to be some sort of teleport as another of the small four legged creatures falls from its centre. It pounces on a man unfortunate enough to be passing by and engulfs his head. You turn and continue your flight, thinking of nothing other than to run.
                You don't know where you're going as you run. All around you see more flashes of green, people running, others fleeing in their cars, bizarre creatures chase people from their homes. Something draws you to the train station, most likely routine, you have no time to stop and think on it as the chaos continues. You reach the alleyway between blocks that you would normally use to get to the train station and hesitate, thinking the narrow path might be dangerous to use right now.
                Use alleyway? [3]
                                If you roll [4 - 7] on your success roll, turn to 10 If not turn to 7
                Follow the street to the right? Turn to 12
6
As the creature bears down on the old man you notice someone has lost a shoe in the commotion and it lies at your feet, your instinct screams at you to run and save yourself, but instead you find yourself kicking the shoe at the creature in the hope that it might distract it. To your surprise the shoe hits the creature right in the eye, causing it to stagger for a moment, letting out an odd croaking sound as it does. Another, much younger man takes the opportunity to go and help the older man up, escaping just as the creature seems to find its bearings before it turns and charges, straight at you. Without a moments hesitation, you throw yourself through the already broken window behind you, gaining a few cuts on the broken glass as you do. The creature crashes into the door with a loud bang, or maybe that was the sound of your already injured head catching the edge of a desk placed just inside the doorway as you jump through... The world vanishes as you fall unconscious. Turn to 13
7
As you move into the alleyway you realise it's narrower than you feared. You allow yourself to slow down to a cautious pace. The screams and noise seem to die down slightly as you move further along the path, the tall, ominous hedges bearing down on you. As you near the end of the alleyway, you stop and linger for a second to catch your breath, you close your eyes as all the terrifying sounds return. You see the flash of green illuminate your eye-lids, but it's already too late, you feel the creature engulf your head and clamp down. You thrash about for a moment struggling to breathe, before running in the direction of the end of the alley way. As you run out into the street you have only a brief moment in which you register the sound of a cars engine before it hits you and you crash to the ground, your body shattered beyond repair. Your story ends here.
8
As the creature bears down on the old man, you turn away from the imminent horror, but as you do someone runs past you and throws a shoe they found at your feet, it hits the creature straight in the eye, causing it to stagger for a moment, letting out an odd croaking sound as it does. He then takes the opportunity to go and help the older man up, escaping just as the creature seems to find its bearings before it turns and charges, straight at you, obviously assuming you were the one who threw it. There's nothing else for it, you throw yourself through the already broken window behind you, gaining a few cuts on the broken glass as you do. The creature crashes into the door with a loud bang, or maybe that was the sound of your already injured head catching the edge of a desk placed just inside the doorway as you jump through... The world vanishes as you fall unconscious. Turn to 13
9
You find no courage to do anything but watch as your mother struggles for a moment, before you instinctively turn and run from the scene, your fight or flight instinct has kicked in, and flight won. Turn to 5
10
As you move into the alleyway you realise it's narrower than you feared. You allow yourself to slow down to a cautious pace. The screams and noise seem to die down slightly as you move further along the path, the tall, ominous hedges bearing down on you. As you near the end of the alleyway, you stay alert. As a green flash erupts behind you, confirming your fears, you waste no time looking back and start running again, you're nearly there. Turn to 4
11
You find the nerve to start making a move into the kitchen, but as you cross the threshold another of the small creatures you hadn't seen leaps at you from the side of the room, barely missing your head. It's all you can take, your courage is gone. Wishing you weren't so cowardly, you turn your head and run. Turn to 5
12
You decide against taking the alleyway, choosing instead to keep running along the street to the right, it's a slightly longer but more open route to take. As you run past yet more houses you watch in horror as an ambulance speeds past you and slams into a tall, short haired man, still in his dressing gown, sending him flying for what seems like an unnatural amount of time. Rounding the corner you make your way through a slightly less frenzied street, you're almost there. Turn to 4
13
You stir, feeling like something very solid hit your head, and only when you've finished moving your aching limbs from their awkward positions do you realise that's exactly what's happened, and what's worse, as you pull yourself up into a seated position against the wall, you remember where, you are, and why. This realisation comes as your sense of pain and nausea seem to be rebooted as you feel both kick in at the same time. Your head is pounding from its impact with the desk, and as you bring your hand to it you feel a grotesquely big lump accompanied by the feeling of hair matted by dried blood. It seems like an age before you can bring yourself to move from your seat against the wall, but the silence of the station, and everything outside of it brings you to make a move.
                Peering over the edge of the empty window frame you see nothing living as you'd expected, but what you didn't expect to see were the bodies. A pile of them, in the middle of the room, with pools and smeared blood decorating the floor around it. You have no idea how much time has passed while you were unconscious, but these bodies appear to be relatively fresh, so it can't have been more than a few hours. Still, the eerie silence places doubt in your mind, but you have no intention of staying in what appears to have become the two-legged crocodiles lair. Ignoring your pounding headache and increasing nausea, you ready yourself to leave the station...