This is the fifth devlog of the Final Major Project, which is the last devlog of the project. This would mainly talk about the focus on the playtest, pities, reflection.
Playtest
The first fully playable demo of the game came out just two weeks before the deadline, I tried to get as many of my classmates and friends as possible to test my game, both in class and in private. Although I had been testing the project myself, when I let others test it, many problems arose, and over thirty bugs were found in two days. This again made me realise the need for playtesting in game-making and that we need to set aside enough time for it. At the same time, the game received a lot of suggestions, and based on the suggestions, I thought about them again and adopted some of them, but some of them were not adopted due to the difficulty and my own wishes.
Suggestions adopted
- Add a button to run (players have reported that they spend part of the game walking around, but some areas are not interactive and the slowness of the process reduces the player’s interest. Players can now run in-game by holding down the shift key, which is 1.5 times faster than normal walking)
- Add a quest panel (players have reported that there are few in-game hints that lack clear guidance. After talking about this issue, it was found that non-native English speakers, in particular, read the text more perfunctorily and would ignore clues in the dialogue, even if the clues were clear. In the middle of the project, I actually wanted to include a quest panel, but given that the main theme of the game is narrative, I was concerned that the presence of a quest panel would reduce the player’s interest in reading the text. In the end, I added the quest panel, considering that I was sometimes perfunctory with dialogue when playing the game and would seek reminders from the quest panel. The task panel can now be viewed in-game by pressing the ECS key, making it much clearer what needs to be done next)
- Change the function of the keys (in the original design, the E key was to open a conversation and the F key was to continue the conversation. The reason for this was to prevent accidental presses when conversing. However, players reported that the independence of the two keys would feel awkward, so all interactive keys for dialogue were merged into the E key)
- View size adjustment (within the ark, the view was resized to a quarter of the size of the rest of the map in order to give the player a better view of the internal structure. However, players reported that this size was uncomfortable and that it was easy to overlook information on the upper and lower sides of the camera, so the camera size was doubled inside the ark)
Suggestions not adopted
- Add maps (considering there are only four main scenes, maps are not used much)
- Dub the dialogue (considered dubbing the text, but couldn’t find a friend with the right tone in my head)
- Skip dialogue (personally, I think skipping dialogue in a narrative game will directly reduce the content of the game and greatly affect the experience)
Pities
The background music is what I personally feel pity in my mind about this project. I personally believe that for all electronic media today, music is essential. A good soundtrack may not make a good game, however, a good game must have a good soundtrack. My personal love for music is second only to games. In the second semester, my easy is on game soundtracks. In this paper, the case study object, Nier Automata OST, was something I could not forget, especially because it used the Chaos Language, giving it a distant yet familiar feel. This soundtrack had a profound effect on me, and I hope to use them in my games. Next, Hans Zimmer is my favourite film score artist and his music Interstellar gives the audience a claustrophobic and deep, sad and fervent emotion. Finally, Low Roar is one of my favourite bands. Their work on Death Stranding is something I will never forget. However, Low Roar’s lead singer Ryan passed away in October this year and I had originally envisioned adding their songs to the final scene of the game to honour the memory of this wonderful musician.
However, I forgot the copyright issue of the music.
As a student of game design, perhaps in the future I will have my own intellectual copyright and will defend my rights. I cannot use them without their permission, even if perhaps it is a non-commercial project. After a copyright check of the music, the music from Nier Automata and Hans Zimmer had to be replaced. Also, the songs from Low Roar were deleted in consideration of the whole game’s music style.
In the end, I bought the license to use the music by Lorien to play them through the game. This package includes 12 original compositions in a fantastic and emotional music style.
This paragraph ends with a reflection on my own lack of copyright awareness, respect for the musicians who are willing to share their work, and thanks to all those who have contributed to the game’s soundtrack.
Reflection
Another point worth reflecting on after the project has been completed is to check the framework with that of the initial project plan. Through my previous research, I have come to the general conclusion that the adoption of myth in video games is mainly reflected in the narrative, character design and gameplay. Not only do the characters in the backstory form between the player and the game, but they also form a Through my previous research, I have come to the general conclusion that the adoption of mythology in video games is mainly reflected in the narrative, character design and gameplay. The characters in the backstory are not only formed between the player and the game, but also form a mythic structure of ‘departure, initiation and return’.
First of all, the game’s adopt of mythology is mainly in the narrative, but also in the character design, with the design of Nuwa riding on a cloud, which also reflects a bit of Chinese mythology. For the narrative, the game begins with the story of Noah’s Ark from Genesis and uses the Chinese myth of Nuwa mending the heavens as the main story line of the game. Unfortunately, the mythology is not adopted in the gameplay. In the very first design, the way to get the five phases is through five different mini-games and some oriental mythological elements could be used in the gameplay of these mini-games. In terms of story structure, the game’s structure is generally in line with the “Depature, Initiation and Return” , but it is also mentioned this structure tends to include “the protagonist tends to fail once before he grows”. In this game, the player does not experience failure. The reason for not including this plot is due to the limitations of the game’s length. It would have been more difficult to include a narrative that forced the character to fail and then grow within a 5-30 minute game. If not handled properly, it would have come across as an overly contrived plot. In the game, I wanted this story itself to change the player or rather Noah’s actions in the original Genesis text, and I considered this psychological shift as a motivation to drive the plot as well. At last, the use of explicit and implicit mythology. Although there is a distinction between primary and secondary quest within the game, and although the player’s explore has an impact on the game’s ending, unfortunately, only the narrative in the main quest employs more mythology, while the narrative in the side quests is more about shaping the individual characters with only a small message about the mythology itself.
Overall, the game is generally in line with the initial findings and direction of the production, with a few tweaks and a few lacks pieces on top of that.
Last thought
When I was very young, I remembered a lot of Chinese myths and stories. As the internet has grown, I’ve slowly heard plenty of stories from lands that don’t belong to me. I was confused at first why so many stories had the same beginning but developed into different endings, until I heard more voices, saw more sights, understood more attitudes and meet more people with different stoies. War and Pandemic might be the main themes of the past two years. In order to keep safe and survive, many people began to feel hostile to other people, built long walls to reject outside, and no longer accepted stories from afar.
This reminds me of a passage by Hideo Kojima:
Even if the earth were stripped of life and reduced to a barren wasteland,
Our imagination and desire to create would persevere beyond survival,
It would provide hope that flowers may one day will bloom again,
Through the invention of play,
Our new evolution awaits.
This is my motivation of making game, and I want to keep making games.
This is the last devlog of the project, and also maybe the last post as a student.
Many thanks to David, Maddalena, Zans and Richard.