So this is it, the fourth and final year of university. I’ve missed a month of university already due to my internship at NaturalMotion so i’m still playing catch-up but overall it should be fine.
I’ve had a good idea on the topics I want to cover for my honours since halfway through third year and talked about it briefly with our GDPM Mentor Dayna over Skype halfway through September (when I was still at my internship) and later on last Monday to iron out my ideas.
My initial idea essentially evolved around worldbuilding (the creation of a setting from its terrain and geography, history and cultures – and pretty much everything else under the sun and beyond).
Initial Research Idea
I had wanted to turn the project into one where I could just focus on worldbuilding but in my opinion it doesn’t really relate to a Game Design and Production Management degree but more for a Creative Writing degree: I needed a way to make it relevant to my course.
Windows to a Greater World: How games worldbuild effectively
This was my main idea, in which, instead of focusing on the worldbuilding itself, the dissertation would focus on what techniques and systems games use to show the world beyond the main story. The title “Windows to a Greater World” itself comes from the realization that in many RPGs, such as BioWare’s Mass Effect 3 (2012), the player character’s party members are each representatives of both their homeland and species and the main source of exposition and lore for the player.
This research would look to:
- Identify systems and mechanics used in games
- (eg Codexes, Audio Logs, Dialogue Wheels)
- Comparing the same system across different games
- (eg Codexes in Mass Effect vs Glossary/Bestiary in Witcher 3)
- Highlighting most effective techniques
- (perhaps via survey and/or personal analysis)
The Real Question: What is my game deliverable?
My main idea for the practical part of the project was from an honours student 2 years ago who had created a physical world bible but from an art-oriented character-development perspective, which explored how establishing a species’ look, culture, religion and the like could inform the aesthetic look and feel of said species. However I don’t think I could do that myself, or at least not as well executed, as I can’t for the life of me draw that well!
I needed a more practical project in mind, so instead of a pure worldbuilding-oriented project I thought of several game ideas in mind (luckily I was more comfortable with programming and the engine-side of things than art!)
I was told that I didn’t need to make a game, and I wouldn’t be marked on my programming skills but instead more on my processes on how I go about this, but I still really wanted to make something practical – something that I could show off at the Grad Show other than pie charts and research papers.
As such the main issue I was having from starting this module fully was: what game idea should I deliver?
I had several ideas but I wasn’t very sure on which one to follow through with:
Idea 1: Spymaster Game |
Idea 2: Character-driven text-Adventure |
Idea 3: Mobile Story Tiles Game |
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Now that’s a lot to take in, so i’ll talk about my meeting with Dayna on guidance on next steps in Honours Blog #2!