{"id":3514,"date":"2015-11-02T12:35:31","date_gmt":"2015-11-02T17:35:31","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2015\/?p=3514"},"modified":"2015-11-08T16:57:52","modified_gmt":"2015-11-08T21:57:52","slug":"game-proposal-tomorrows-problem","status":"publish","type":"post","link":"http:\/\/mycours.es\/gamedesign2015\/2015\/11\/02\/game-proposal-tomorrows-problem\/","title":{"rendered":"Game Proposal: Tomorrow&#8217;s Problem"},"content":{"rendered":"<p><strong>Title (working):<\/strong> Tomorrow&#8217;s Problem<\/p>\n<p><strong>Description:<\/strong>\u00a0A first-person drinking\/driving\/walking sim following the gonzo wanderings of Clockwise and Cabaret, a talking lizard-man and an accountant on his day off. The player, playing as Clockwise, attempts to piece together an episode where the pair broke onto a country club by collecting tapes and then progressively re-living the events of each tape to find the next.<\/p>\n<p><strong>Research Statement:<\/strong>\u00a0 I&#8217;m exploring the idea of inflicting the player on the world, in the style of Postal or Goat simulator, but with a focus on short form narrative instead of pure violence. I want to explore the idea of what the cost of individuality is, and how it is preserved in modern America, and I want the player to feel free but out of control.<\/p>\n<p>In terms of experimentation, I am trying to combine pixel graphics, low-poly 3D and text in a psychedelic setting. I want this to be a game mostly lacking a sense of linearity but possessing multiple strong characters. I also want to experiment with using Cabaret as the \u2018protagonist\u2019 while having the player control his partner, and using multiple short-form narratives instead of one main story.<\/p>\n<p>I want the player to feel a mixture of amusement and a sense that the player is in too deep, out of control.<\/p>\n<p>Ultimately, I will consider this a successful game if I manage to preserve the identities of my\u00a0pre-existing\u00a0characters in this game, and make an experience that inherently engaging to charge around in.<\/p>\n<p><strong>Mock screenshot:<\/strong><\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2015\/files\/2015\/11\/DK_cpncept_1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-3518\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2015\/11\/DK_cpncept_1-1024x604.png\" alt=\"DK_cpncept_1\" width=\"1024\" height=\"604\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2015\/11\/DK_cpncept_1-1024x604.png 1024w, http:\/\/mycours.es\/gamedesign2015\/files\/2015\/11\/DK_cpncept_1-300x177.png 300w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>This is one of two versions the style I was considering. I want some environmental object to be pixel-based, but I am also considering making the main characters using pixel art as well.<\/p>\n<p><strong>Game references:<\/strong><\/p>\n<ul>\n<li>Hotline Miami &#8211;\u00a0I want to use a similarly abstract, chaotic aesthetic, and possibly incorporate elements of Hotline&#8217;s hyper-violence at times.<\/li>\n<li>Proteus &#8211; The game&#8217;s\u00a0environment is very similar to the kind of overall structure I&#8217;m looking to emulate.<\/li>\n<li>Postal\/Goat Simulator: I&#8217;m not looking to use these games&#8217; cartoonish violence\/gore, so much as the &#8216;bull in a china shop&#8217; feel these games have.<\/li>\n<li>Tiny and Big: Grandpa&#8217;s leftovers &#8211; This is a game that I want to keep in mind during development because its delivery of a dystopian-feeling world and interaction between multiple characters.<\/li>\n<\/ul>\n<p><strong>Non-Game References:<\/strong><\/p>\n<ul>\n<li>Krazy Kat &#8211; Krazy Kat is one of the original American misadventures. It&#8217;s heavily serial in form, and combines many themes I&#8217;m interested in using and exploring.<\/li>\n<li>Hunter S Thompson &#8211; Thompson&#8217;s writing and the art surrounding it has had a massive influence of the formation of Clockwise and Cabaret. Clockwise himself comes from my experimentation with Ralph Steadman&#8217;s art style, and The dynamic between my two characters is partially inspired by Thompson&#8217;s relationship to his attorney, Oscar Acosta (Dr Gonzo from Fear and Loathing in Las Vegas).<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Title (working): Tomorrow&#8217;s Problem Description:\u00a0A first-person drinking\/driving\/walking sim following the gonzo wanderings of Clockwise and Cabaret, a talking lizard-man and an accountant on his day off. The player, playing as Clockwise, attempts to piece together an episode where the pair broke onto a country club by collecting tapes and then progressively re-living the events of<\/p>\n<footer class=\"entry-footer index-entry\">\n<div class=\"post-social pull-left\"><a href=\"https:\/\/www.facebook.com\/sharer\/sharer.php?u=http%3A%2F%2Fmycours.es%2Fgamedesign2015%2F2015%2F11%2F02%2Fgame-proposal-tomorrows-problem%2F\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-facebook\" aria-hidden=\"true\"><\/i><\/a><a href=\"https:\/\/twitter.com\/home?status=http%3A%2F%2Fmycours.es%2Fgamedesign2015%2F2015%2F11%2F02%2Fgame-proposal-tomorrows-problem%2F\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-twitter\" aria-hidden=\"true\"><\/i><\/a><a href=\"https:\/\/www.linkedin.com\/shareArticle?mini=true&#038;url=http%3A%2F%2Fmycours.es%2Fgamedesign2015%2F2015%2F11%2F02%2Fgame-proposal-tomorrows-problem%2F&#038;title=Game+Proposal%3A+Tomorrow%26%238217%3Bs+Problem\" target=\"_blank\" class=\"social-icons\"><i class=\"fa fa-linkedin\" aria-hidden=\"true\"><\/i><\/a><\/div>\n<p class=\"link-more\"><a href=\"http:\/\/mycours.es\/gamedesign2015\/2015\/11\/02\/game-proposal-tomorrows-problem\/\" class=\"more-link\">Continue reading <span class=\"meta-nav\">\u2192<\/span><\/a><\/p>\n<\/footer>\n","protected":false},"author":76,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3514","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/posts\/3514","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/users\/76"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/comments?post=3514"}],"version-history":[{"count":4,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/posts\/3514\/revisions"}],"predecessor-version":[{"id":3615,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/posts\/3514\/revisions\/3615"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/media?parent=3514"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/categories?post=3514"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2015\/wp-json\/wp\/v2\/tags?post=3514"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}