Romeo and Juliet Game Post-Mortem
An anonymous reader writes "Gamasutra is running a post-mortem on an interactive love story that was written by students. They were attempting a solution to the game designer's challenge from the GDC 2004. From the article: Interaction with video games is currently done at an almost entirely rational level. The player may react to a game emotionally, but the game will never know about it, and thus, never respond to it. We wanted to change this, and have the player interact with the game solely through his own emotions."
This game has a very intriguing concept. I don't know if by my selecting of colors it would appropriately pick the emotions I'd want to convey. It definitely has originality in the idea, I'll give them that.
:)
What's the color for wanting to throw your controller down in disgust because Juliet killed herself?
translate to "interacting with emotions?"
:)") But it seems to me that the player still has to "think" the emotion to paint to get the desired response.
That's like saying using Graffiti on my Palm Pilot allows me to interact with it on an emotional level...
I'm not trying to flame down the idea. It's a novel approach and a much more "oragnic" interface than a keyboard ("I love you.", "I LOVE YOU!", "I LOVE YOU
So they set out with a vague idea of what the game was, basically an "emotional interface", no idea of how to work out the game itself; no run-throughs of what the concept was. They had limited artistic assets, which were essential for an impressionist game, and these were squandered by the shifting scope and requirements of the game. In other words, they didn't have a clear idea at the start, nor a clear execution.
I guess that's why it's a learning experience. "great ideas" are very simple ones, backed up by a bunch of tedious execution.
This sounds kind of like those interactive love sim games that are really popular over in japan, and in certain crowds like the really geeky otaku type people
It's a little sad that the person that won sounds like the better action like plot. Isn't it weird that pretty much all of them had trouble thinking of "things without guns in them" and two were multiplayer.
We'll probably see more things like this here locally (romance type games), as an actual game, but the idea is kind of fun.
As for the game designers challenge... I'd love to see an iron chef style show based on that... but instead of pitching a slideshow, they'd have to make a rough version of the game (maybe with paper or whatever they can think of), but I'm a total fan of iron chef, so I get a little biased.
Personally, I hate video games because nearly all of them are all about people killing each other. People kill each other enough in Watts without adding an artificial Watts for us to kill each other. This seems like a concept that could attract my interest, with a positive goal of maintaining a romance, instead of the tiresome negative goal of not being killed, which you always fail at in the end.
I have a feeling the result was pretty dreadful, because otherwise it would have been released in some fashion, as a free thing to try if nothing else. At the same time, it would have definitely been interesting to try, and perhaps another group could pick up similar ideas and make something worthwhile out if it.
D
Seriously though, people (well, mostly women) love romantic fantasies. Check out the romance section of your bookstore some time. There's an obvious market for romance-based games.
Violent stories are the junk food of gaming and other forms of entertainment. They're intellectually and emotionally unnutritious, but they're relatively easy to program (or write or film) and they have a large guaranteed audience. And just as junk food dominates the food diet of too many people, violence dominates the entertainment diet of too many people.
I enjoy a Jumbo Jack and a round of GTA3 now and then. But, like many people, I refuse to consume them until both my pancreas and my brain rot.