Archive for February, 2017

Trans Games

Posted in Serious Game Project with tags , , , , on February 25, 2017 by sierraphantom

Pronoun cards 2016-01

For this week, I decided to brainstorm ideas for serious games based on issues transgender people face. I did some research as well because, even though I’m a demiguy, I obviously do not know all there is to know about trans stuff. I focused the bulk of my research on pronouns and dysphoria since my ideas revolved around the subjects.

Pronouns are a lot simpler than they appear to be. Basically, if someone tells you what their pronouns are, use them. Don’t misgender anyone. It’s okay to mess up, but apologize, use the correct pronoun, and move on. There are a lot of pronouns so it may seem confusing, but just use the ones that person asks you to. Pronoun sets include: she/her, they/them, he/him, ze/hir, ne/nem, and more.

For dysphoria, it was hard to find research that was inclusive or didn’t misgender the examples they were talking about. A good definition of dysphoria is “an experience of discomfort or disconnect with one’s assigned gender, often accompanied by a strong desire to change one’s sex to better match their identity or to be called the correct gendered language.” Dysphoria can happen with binary as well as non-binary people.

One idea I had for a game was something simple, a Sims like game that is more more inclusive. In this game for customization, you can choose whatever pronouns you want and not be locked into gendered body or clothing options. Once you have your character you can talk to other characters. You get options for conversations like “ask about pronouns” or “talk about hormones.” In the world of this game, there is no transphobia or transmisogyny

For another idea, I thought of a world that was the opposite of that. From the outside, this game would seem like a normal action game. You go into character creation, but get basic options for the character, only two genders to choose from. This game is designed for cisgender people to play, but there will be trigger warnings for misgendering and dysphoria because throughout the game, most of the other characters will misgender the player character. Basically, the game will show cisgender people how it feels to constantly be referred to as a gender they are not.

The last idea, which may be my favorite, is a game about dysphoria in the shower. Bathing time is when trans people who have not transitioned basically have to stare at the bodies they are uncomfortable with which can lead to long, depressing showers. This isn’t the case for everyone though and dysphoria in general varies from person to person. This game will focus on one person with dysphoria. The player will see a silhouette behind a shower curtain and thought bubbles from time to time from the character. The player has to manage the character’s shower time, have them accomplish washing their hair and other hygiene based tasks, but the character can reject what the player wants and just stand there, thinking or staring at the wall.

 

Sources:

http://www.citylab.com/navigator/2015/09/ze-or-they-a-guide-to-using-gender-neutral-pronouns/407167/

http://gender.wikia.com/wiki/Dysphoria

 

 

VR Colorblind Art Gallery

Posted in Serious Game Project with tags , , on February 18, 2017 by sierraphantom

For this week, our group selected to expand upon an idea about a trippy VR game. At first we were comparing the game to LSD Dream Emulator on the original Playstation, but this idea has evolved into something kinda cool and original. This game focuses on an art gallery and the player has to look through it, but they are colorblind. You have to go into the paintings themselves as well and explore the 3D rendered environments to find a painting of the art gallery the player just came from. Once the player exits that painting scene, the type of color blindness they have changes. So, the player can go from monochromacy, seeing in black and white, to protanopia, confusing black with shades of red. You have to go through every painting in a section to move onto the next one with that one having a different theme from the last.

In terms of participating in the group this week, I set up the formatting for the powerpoint and covered the sections for objectives and obstacles. I formatted the powerpoint so it looked as if it was all made by one person. I wrote that, for the objective, the goal was to get through and experience the entire gallery. In terms of the win and lose conditions, there really is not a way to lose the game, but you can “win” by finishing it. For the obstacles, there are not many. The main one is that the player cannot leave the painting scene until they find the painting of the art gallery inside. Once they find it, they can go back into the gallery and look at another painting. The other obstacle would be that the player cannot move onto the next section of the gallery until all of the painting environments are viewed.

 

Brief: https://docs.google.com/document/d/18oEFhC0BccVJxAxA0jzpdIBglSXFvPBagZUMn7FF2SE/edit?usp=sharing

Group Members:

Luke Carpentier – https://lukecarpentier.wordpress.com/

Kevin Larson – https://kevinlarsonblog.wordpress.com/

Nolan Aldridge – https://noiceguy.wordpress.com/ 

Khuong Truong – https://dysfunctionalthinking.wordpress.com/

 

Art Game Research

Posted in Serious Game Project with tags , , on February 12, 2017 by sierraphantom

Sometimes called an “art house” game, art games are created with the intention of being art. It is also said that the PC is one of the best places for art games to be on and flourish as it is the easiest platform to access from a programming and publishing viewpoint. One example of an art game on PC is an obscure title called The Path. Based on Little Red Riding Hood, the game focuses on girls of different ages battling their own metaphorical “wolves.” The game is a little clunky, but gets it’s messages across well.

An art game that was more successful in the mainstream market was Flower. Thatgamecompany’s president, Kellee Santiago, actually described the game as a poem, but in video game form. She elaborated further with this quote: “film is a work of art, [but] it alone shouldn’t be the basis of comparison when it comes to developing video games. We examine all manner of art and expression during our development process; especially when we are starting on a new idea.”

When trying to compare art games to other forms of art, critics and everyone else tend to default to comparing them to film. Depending on the game, that doesn’t always work. Jonathan Blow, the creator of Braid, wonders why games can’t be compared to visual art or sculptures since they move people in a similar way.

There are not that many art games that have achieved major commercial success, but one good example of one that has is the Bioshock series. The games were made with being an art game in mind and the first one specifically draws influence from philosophy and even the book Atlas Shrugged. All of the games are extremely popular which is almost unheard of for many art games. Luckily, that list of success is growing with games like Limbo, Inside,  Journey, and more.

 

Group Members:

Luke Carpentier – https://lukecarpentier.wordpress.com/

Kevin Larson – https://kevinlarsonblog.wordpress.com/

Nolan Aldridge – https://noiceguy.wordpress.com/ 

Khuong Truong – https://dysfunctionalthinking.wordpress.com/

 

Sources:

Art House Video Games: http://www.telegraph.co.uk/technology/video-games/5893530/Art-house-video-games.html

 

Making a Game Brief

Posted in Serious Game Project with tags , , , on February 5, 2017 by sierraphantom

immigration

This week, my group got together and chose an idea to focus on for our game brief and presentation. We chose an interesting yet tough game idea for a simulation rogue-like immigration game. The basic concept is that the player is playing as an immigrant trying to get citizenship in the United States and has to fill out paperwork and answer questions to be approved. The main catch is that if the player makes even one mistake, they lose and have to start over from the beginning as a whole new character.

Most of us worked on the game brief together, discussing each section as we went, but each member was working on and typing up their own section. I focused on the objective and obstacles section, but put in my two cents with most the other sections. We came up with the title for the game “Naturalization: The Drawn Out Process of Uncertain Immigration” together, wanting to be a little witty, but also emphasize how hard the game is by including that you may not win. We mean for this game to be as hard as applying for citizenship in real life. 

With the objective section, I just made sure to cover the goal and how to win or lose:

  • The objective is to become a U.S citizen.
  • The player wins if they fill out all of their paperwork correctly.
  • The player loses if they make one mistake in their paperwork.

With the obstacles, it was simple restrictions and other tasks that make the game harder:

  • The player has switch between the paperwork and other materials.
  • There is a time limit to fill out paperwork.
  • One mistake makes the player have to start over.

Once done with the brief, we moved onto the power point for presenting next week. Each of us made a slide based on the sections we wrote. However, once I was done with mine, I did offer advice on how to make the points more concise on the slide since a presenter is not supposed to have too many words on a slide.

 

Brief: https://docs.google.com/document/d/15hOxrSf4TZDVcRRLenrl_KWPDj6KnnrVNBLBagvM7oY/edit?usp=sharing

Luke Carpentier – https://lukecarpentier.wordpress.com/

Kevin Larson – https://kevinlarsonblog.wordpress.com/

Ryan O’Mullan – https://ryansseriousgamesblog.wordpress.com/

Nolan Aldridge – https://noiceguy.wordpress.com/ 

Khuong Truong – https://dysfunctionalthinking.wordpress.com/