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Partners In Crime

September 26, 2016 by Ella Ekstrom

Ambiguity. Mystery. History. Those three words define the foundation on which our project will be constructed. However, in contrast to the typical crime-solving structure, it will be a crime-creating game. As the player, you have graduated from Bucknell University and are desperate for work. You have two best friends, Neo, the com-sci engineer, and Christopher, the history major. After following a suspicious series of events, you three are prompted to “follow the whale” and, in doinbean-1997-rowan-atkinson-9g so, ultimately end up in a gang located in Hong Kong, with a mission to steal a major artifact from the museum. Throughout the game, as you are evading the law and completing dangerous missions, your deeper motivation will be to uncover the true motive behind the orders given to you and the root cause behind it all.

The focus of our game is mainly placed on the series of interactions between members of the gang and authority figures, with the missions being merely background tasks that just help to tie the story together. This relates to the idea in Literary Gaming that “in computer games and gaming as literary art, narrative, dramatic, and/or poetic techniques are employed in order to explore the affordances and limitations of rules and other ludic structures and processes,” (“Introduction,” Literary Gaming). We plan on creating a game that is driven by context and conversation—with suspicion laced onto each action described and an ambiguous motive behind every statement—with stimulating puzzles and secretive missions mixed in. Using terms from Literary Gaming, the core gaming strategy we therefore will use would be that of “cognitive ludicity,” (i.e. cognitive reading strategy), with “ergodic ludicity” (i.e. physical interaction with the software) and “ludic mechanics” (i.e. videogame-inspired technology such as winning and losing mechanics) as secondary forces. Essentially, we wish to involve the player’s mind more so than their keyboard when striving to win.

The greatest benefit of working in collaboration is that of the added creativity and collective skill that comes along with it. From our first brainstorming session, I witnessed the creative spark that spread like wildfire, lighting a myriad of inspired ideas almost effortlessly. Everyone focuses on and notices different things, so by adding other perspectives, you are able to illuminate aspects of the project that you might have otherwise overlooked if solo. However, with new perspectives also comes the possibility of contradicting perspectives, which could end up being counterproductive. Yet, disagreement can allow for further growth by which the best sides of each idea might be molded into a newer and better idea. In our group, each person has his or her own personal flair. My own niche tends to be one concerning the design and aesthetic of something, whereas Neil’s would be in the creativity and smoothness of the story, and given Dale’s experience with Python, his focus would be within the coding.

unnamed-1For me, I was greatly inspired by the “Open Sorcery” game I played during class. Despite its seemingly simple structure of providing textual context and then asking for the player choice of response, the compelling storyline added a vivacity that glowed through the unassuming text. It also incorporated riddles as a means of succeeding at a task, which I loved. These qualities are what I wish to construct our game with. Other inspirations for our game include The Matrix, such as “follow the whale” in comparison to “follow the rabbit,” and one of the main character’s names being Neo (which also sounds suspiciously similar to the name Neil).

Filed Under: Reflection #1, Reflections Tagged With: ambiguity, history, Mystery

And Then There Was One

September 20, 2016 by Julia

and-then-there-were-none-hbComing into this assignment, there were numerous games that our group considered as our text adventure game. It all came down to choosing an intriguing game that would be entertaining to play as well as make. At first we were hooked on the idea of a spin off of either Sherlock Holmes or a sitcom. However in the end we decided it would be more enjoyable to create a game that is a little out of the ordinary. We settled on a game that is a combination of Escape the Room and And Then There Were None. It will be a mix between horror and mystery.

While deciding the logistics of the game, such as how many players it would be, what type of setting, and how the game would flow, it was apparent how helpful it was to be working as a team. It was even more helpful that the members of our team come from a range of backgrounds. Yash is a computer science engineering major so he was the obvious leader when it came to the programming of the game. He let us know if our ideas were plausible or not. The coding that comes along with making this game is incredible- almost anything that we imagine is possible to incorporate into it. On the opposite side of the spectrum is my other teammate, Tong. She is a humanities major, whose job is to set up the plot of our computer game. She will think up new puzzles and scenarios that players will have to solve in order to, by the time limit, escape the room! There will be a timer on the page, and the player will only have a certain amount of time, between 1 and 5 minutes probably, to solve the puzzle or characters die one by one. There is going to be a certain amount of characters, and the player dies when they are the one left, so the objective of the game is to solve all of the puzzles in the shortest time possible to escape the room.screen-shot-2016-09-25-at-9-27-59-pm

My skills fall in between that of Yash and Tong when it comes to creating our game. One of my jobs is to give a third party perspective by pointing out pros and cons to the game, and how we can improve it. I will look at the game logistically to see if the timeline of events make sense as well as assist Tong in creating the brainteasers that players have to solve in order to escape the room.

When thinking about this assignment as an approach to communication, there are both strengths and weaknesses. The creation of this computer game shows how effective one-way communication can be, from the creator to the player. However, communication the other way around is not possible. Due to this, the creator cannot receive any feedback from those playing their game, which is negative for both parties involved. My job will be to give third party feedback, so although I will be slightly biased and more knowledgeable about the game than a normal person, it will still be helpful and necessary knowledge.

Filed Under: Reflection #1, Reflections Tagged With: agatha christie, communication, Horror, Mystery, room escape, teamwork

HUMN 271

Bertrand 012
TR 9:30-11:20am
Dr. Diane Jakacki

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