For the graphic narrative project, one of my first tasks was to get some inspiration by researching into existing games that use graphic narrative techniques. The first game I chose was The Walking Dead, by Telltale Games. This game could be best described as an interactive film, where players watch the action unfold in front of them and are prompted into action at specific moments to influence the story, usually in the form of dialogue choices and mutually exclusive action choices. What this makes for is a very well paced story, whilst still allowing the player to feel like they're moving things forward with their actions.
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| Dialogue choices in The Walking Dead offer some engagement for the player |
The Walking Dead, and other games by Telltale, have been criticised for presenting the player with the illusion of choice, where the player's actions may seem to have impact on what unfolds, but in reality the diverging paths converge in the same points later down the line, and ultimately don't have the huge repercussions on the ending that is intimated. This seems like bad practice, and once the cat is out of the bag for these games it generally blows up in their face. However, the reality of developers creating vasts swathes of content that many players may never see results in a lot of potentially wasted work. For the purposes of my project, I have to side with Telltale on this, and as a result I won't be entertaining the idea of branching paths of dialogue for fear that it would waste time that I don't have.
The second game that I chose to research for graphic narrative was The Secret of Monkey Island by LucasArts. A classic 2D adventure game, this game may not be a typical graphic narrative, however it has some elements that I would like to incorporate into my project. The environments in the game are very meticulously created, and are littered with lots of little details that add character to the locations, contributing to world-building. In my project, I would like to focus on creating a small number of 'sets', and have them be rich in details that contribute to the world, as I feel this is more realistic goal in the amount of production time I have, than to create lots of different settings for the game.
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| The Secret of Monkey Island has environments that are bursting with world building details |
The main criticism of The Secret of Monkey Island, and similar games such as Sam and Max, is the use of 'moon-logic' in their puzzles. The game's puzzles are usually solved by using one item on another, choosing from your inventory and the environment around you, in order to complete the puzzle. The problem is that these puzzles are often not logical in their solutions, hence the term 'moon-logic', where the solution is completely nonsensical. Having these puzzles results in the player becoming frustrated, fumbling over ideas of how to move forward, and it slows the pace of the game down to a crawl, ruining the momentum of the story.
The frustrating puzzles of Monkey Island have been eradicated due to the new style of adventure game such as The Walking Dead, and this does result in much better pacing. However, some argue that The Walking Dead takes too much control away from the player, and is teetering on the edge of not even being a game. I personally favour TWD's style, and I think for the purposes of my project I will lean that way.