Showing posts with label Simogo. Show all posts
Showing posts with label Simogo. Show all posts

The awesome experience of DEVICE 6

The end of 2013 brought a great ludic surprise to my iPhone: DEVICE 6, a very different game from publisher Simogo Games.

As described on the game’s official website, DEVICE 6 is a “surreal thriller in which the written word is your map, as well as your narrator. DEVICE 6 plays with the conventions of games and literature, entwines story with geography and blends puzzle and novella, to draw players into an intriguing mystery of technology and neuroscience”.



Check the game trailer below:



The gameplay is a creative combination of scrolling screens with puzzle solving. As the player scrolls down the screen, texts and images arise, creating the experience of the gaming narrative. One important detail: the player can go back and forward in the maze of words as a map. So let’s check the gameplay in the video below to understand this feature:



This game reflects clearly the idea proposed by Aarseth (1997, p.1-2) of ergodic literature. As the author says, ergodic literature is derived from “the Greek words ergon, meaning ‘work’, and hodos, meaning ‘path’. In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages”.

DEVICE 6 creates a perfect balance between many cultural elements. It’s a unique experience to play and study. Go ahead, download the game and have fun.



Reference:

AARSETH, Espen. Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press: Maryland, 1997.

The experience of YEAR WALK

Year Walk (2013) is a weird game. Better yet, Year Walk is a weird ludic experience.

The game is the fourth project developed by Simogo, the publisher that was responsible for launching the wonderful Beat Sneak Bandit in 2012. Year Walk is a double screen mobile interface: you can play the game on your iPad and there’s a free app for iPhone called “Year Walk Companion” (a kind of illustrated guide for the wandering monsters of the story). Both are enjoyable in their own way, but together they create an experience that is greater than the sum of its parts.



The narrative of the game is about an old Swedish folklore legend and the gameplay is a first person adventure about glimpses and visions of the future with a very unique touch screen interaction. Year Walk tries to create an aura of supernatural feelings where you need to solve cryptic puzzles, touch and listen in search to foresee the future, and finally discover if your loved one will love you back (!). But wait, it’s not a beautiful saga with a happy ending. As I said in the begging, it’s weird (and freaky).

Check the trailer below to understand the atmosphere of the game:



And why talking about this game? Year Walk is a good example of how such a strong narrative/story can complement the idea of gameplay. The game design and gameplay are very important in this case, but the narrative is the core of the ludic experience.

As Richard Dansky says (2007, p.2), in the context of game development, story is often confused with design. The story is what happens, the flow of the game that can be separated from the game mechanics and retold as a narrative. To complement this idea, the author says (p.5) that on the most basic level, narrative strings together the events of the game, providing a framework and what can alternately be called a justification, a reason, or an excuse for the gameplay encounters.

As its best, narrative pulls the player forward through the experience.

Now on to your opinion.



Reference
:

BATEMAN, Chris (editor). Game Writing: narrative skills for videogames. Boston: Thomson, 2007.

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