TALE

A 2.5D puzzle-platformer created to explore ludonarrative design through mechanics as metaphor and defamiliarization. The game was developed in Unity.

Date: 2021
Purpose: Final year Project for BSc
Subjects: Game Design, Level Design, Narrative Design, 3D, Programming
Programs: Unity, Maya, Photoshop, Visual Studio (C#)

Gameplay Showcase

The Concept

The Game narrates a small adventure of two nameless protagonists and the progress of their relationship through meeting, separation, reunification, and growth. The puzzles include a range of platformer techniques designed to mirror the recurring characters emotional state and the nature, changes, and growth of their relationship as the game progresses.

Game Design

The game was created as part of my dissertation, in fact, I used a more academic approach when it comes to the design. Which revolves around specific theories rather than a hands-on approach. Here are some examples:

  • Mechanics as Metaphor
  • Jesses Schell’s Puzzle Design Principles
  • Jesses Schell’s Lenses of Unification
  • Emotion Engineering
  • Three Act Arc Structure
  • Diegetic Approach
  • GFI Framework
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    Level 1

    Ludonarrative

    "Ludonarrative narrative design seeks a blend of play and storytelling where by the mechanics of the game themselves may reinforce, and even tell, the story through play. A common approach to this is the notion of mechanics as metaphor where by the form and interaction of a gameplay mechanic becomes a metaphor within the narrative"(Tale: Defamiliarizing ludonarrative puzzles 2021).

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    Level 2
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    Level 3

    Mechanics

    I used mechanics as a metaphor as a way to communicate to the player certain concepts by creating interactions improving impact of certain messages to the player.

  • Holding Hands: This humanize more the characters, but it is also a metaphor of the connection between the two beings. Besides, builds more empathy as the player will physically holds the button

  • Removing a Core Mechanic: In a level, the characters will be separated, In this circumstance the player cannot use the girl abilities. By leaving objects that used to interact with the girl “teasing” the player. This ensure that the player knows that something happened to the girl and also becomes as a metaphor of loneliness.

  • The very long ladder:
  • The mechanics here will surprise the player with an unexpectedly long ladder. This is a metaphor of the character finally overcoming is struggle since the ladder itself symbolizing the final threshold before finally finding the girl in the new level.

    Level Design

    The game world follow a three act arc structure, this with aspects as spatial geography, colour scheme, fluidity of the mechanics and pacing will reflect the narrative as well as the main character emotions. The levels were designed to reflect and amplify the different emotions of game story. This can be seen in aspects as colour palette, pacing, mechanics, and the physical journey of the main character.

  • Level One, The Discovery of a new relationship:
  • In this part, the elicited emotions are freedom and spirit of exploration.The environment in this part is relaxing and open space forest with some ruins around suggesting that an ancient culture used the be there.
  • Level Two, The Sorrow of separation:
  • In this part the focus is on elicit loneliness and sense of oppression. The player will be left alone, and they will need to overcome the obstacles without the girl magic powers.
  • Level Three, The Joy of coming back together:
  • This will elicit a sense of transcendence and resolution. The boy and the girl will finally reunite, they girl will gain new abilities as a result of overcoming their previous struggles.

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    Game world composition

    Puzzle Design

    I designed the puzzles using blocks on a grid to keep a more systematic approach which was easily editable. The design mainly follows those principles:

  • Make the Goal Easily Understood
  • Make It Easy to Get Started
  • Give a Sense of Progress
  • Give a Sense of Solvability
  • Increase Difficulty Gradually
  • ICIDS Demo Paper

    In 2021, after completing my degree, I collaborated with my supervisor, Charlie Hargood, on a project for the International Conference on Interactive Digital Storytelling. Our demo paper showcased the Ludonarrative elements in Tale, expanding on my dissertation.

    Our submission was accepted, allowing us to present at the conference and receive valuable feedback. This experience solidified my passion for narrative design and interactive experiences. Collaborating with Charlie Hargood was rewarding, and I'm grateful for the recognition we received. It strengthened my research skills and inspired me to continue contributing to the field of interactive digital storytelling.

    In addition to publish the paper we also won as the best demo paper.

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    Best Demo Poster/Demo Certificate
    Published Paper (Click it for more info)

    TIGA Award

    In that same year, my teachers nominated my game for consideration at TIGA UK, and I was honored to be awarded the title of Graduate of the Year: Designer.

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    TIGA Certificate

    Extra