Thursday, April 13, 2017

Narrative choices in The Witness and in my game

Kyle Halpern

The story elements of the Witness are lacking if only because The Witness itself only has 1 story element. The fact that none of the world you are playing in is real. We can see this because when you beat the game it shows the player taking off plugs and looking around the room searching for the door in real life to leave the house he has been tested or experimented on. The problem lies however with the Witnesses story telling. The world around you has statues of people that almost look like they were frozen. However these people mean nothing to the story as well as all of the abandoned towns and environments that mean nothing to any plot concerning the town that one might initially have expected their to be. I think a solution to this would have been to remove the statues of people since they just mislead the player and tons help with any of the puzzles. I also think that I would have been more helpful if the movie theater at the bottom of the windmill played some clips that were metaphors for the players world not being real as appose to just general philosophy.

In my game world the player is crashing toward the sun. In order to teach players a story I believe the best way might be to show the sun getting closer or maybe the environment becoming more and more red as well as maybe parts of the room starting to light on fire. We could also have story elements by having people running around the room scared, or even having a captain explain the situation and what the player has to do in order to stop the collision. We could also reinforce the idea of fixing the ship by the a teleporter comming on line that would take you to the next floor.

Monday, April 3, 2017

Visual communication in the Witness

The Witness uses lots of framing and and use of color and visuals throughout its levels to often give the player hints about what the puzzle is and how it works.



In the example above, we can see a screen puzzle that we need to solve. The question about this puzzle is which ending does the starting line go into. While, the puzzle itself will leave us with no clue we can however look into the background where we will see pink trees except for one tree that is green and has a lone apple on its branch. If we follow the line to the apple that same branch is the same branch on the puzzle that is the correct answer to the puzzle.



In another example we can see the Witness making use of symbols in order to give the player the answer to this puzzle. While the puzzle once again gives no clear answer of how to solve it and however you draw one side the other side is drawn. While this might be initially confusing after you look into the background you can see that this panel is see through. We can also see rocks and their reflections that line up with a way to trace the rocks on the puzzle in a mirrored way. We can see the rocks acting as symbols for the answer to the puzzle as well as a nice island decoration.

Tuesday, March 28, 2017

Com Week Event

Kyle Halpern

For my Com week event I went to the talk on the first amendment. This talk was about your rights to freedom of speech, freedom of religion, and how what we say affects others. This talk was very informative since I learned about. The way that we use freedom of speech to express ourselves as well as discussed many different religious points of view. We also discussed about the treatment of islamic people in our country as well as modern feminism. Talking about the ways that feminists are using their first amendment in order to protest and exorcise their rights.

Tuesday, March 21, 2017

Designing space

Kyle Halpern

In my level I tried to follow making a basic tunnel for my avatar to go through and using the guide on blackboard to try to structure a level for which the character can move through. I also used the tools we learned in Photoshop in order to give each the ground and the tunnel their own texture. Finaly i tried to incorporate different sized spaces in the area's outside of the tunnels in order so make the player feel differently about various sized spaces.

Monday, February 6, 2017

The Witness, Layout

Kyle Halpern


The Witness is a game of mazes where you walk from on part of the island to the other solving maze puzzles. However the game world itself is also a maze, that is separated between different type of puzzle zones. However the island itself is also a puzzle, whether its secret areas, finding the next area, or even searching the environment for the solution to certain environmental puzzles. Also in The Witness you can't run so you are going. to have to walk around when you explore the island. This causes the player to see more and notice more. This is important for noticing environmental puzzles and making the player more likely to try a different puzzle if they are struggling with another. The mountain is a great example of this since it twists and turns and has many different paths that lead to different area's and environmental puzzles along the way. Or the boat which despite having fast travel is slow enough that you can see various environmental puzzles along the island.

Tuesday, January 31, 2017

learning through the level.

Kyle Halpern


In Tato's work. He talks about the level design. specifically about how the level can teach you how to play the game just by the design of the level itself. An example of this is in Super Meat Boy. In Super Meat Boy level 1-2 in order to complete the level you have to get to a platform that is very high up and their at first may appear to be no way to reach it. Plus if you run right u will run right into the wall. However once the player jumps into the wall he starts to slide down it. this lets the player know that their is something strange about the wall. Once they press jump while sliding on the wall they learn that they can jump off the wall, and even keeping jumping up the vertical wall till they reach bandage girl.