souvenir: videogames, remembering and moving on

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    Souvenir

    Learning to let go, and let players make their own story

    Mohini DuttaTeam Srsly

    Collaboration Thesis: Writing Sem. 2Thesis professors: Nick Fortugno | Colleen Macklin | Barbara Morris

    Parsons: The New School05/13/2012

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    Introduction

    Souvenir: something that serves as a reminder.

    (orig.): French, literally, act of remembering, from Middle French, from (se)

    souvenir to remember, from Latin subvenire to come up, come to mind.

    Memory and perception work in strange ways. Often, what is

    remembered has more to do with the psychological imprint left from an

    experience instead of the facts. Add to this the bittersweet angst of growing up;

    of miscalculated explorations of this transient space, full of deceptive memories

    and tilted perspectives, and you will find the core of our thesis project

    Souvenir.

    Souvenir is an exploration of memory, perception and identity, using

    game-play mechanics to recreate a familiar experience namely, the personal

    evolution from childhood to adulthood. Coping with this transition is a familiar

    experience, relatable to most people - something that we wanted to exploit in

    this project. By using a common experience and adding the lens of narrative

    upon it, we wanted to create a familiar landscape that could evoke memories

    from the players past. We wanted to create an experience reminiscent of a

    fable or folk-tale; resonating to the individual regardless of the unfamiliarity of

    the narrative details, exploring a new mythology that relates to our time.

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    Figure 1: In Jaipur, Rajasthan - India

    ROOTS

    "What we seek we shall find; what we flee from, flees from us."

    -Ralph Waldo Emerson

    Roots are important to me, although I feel like I have none. Which in itself is a

    contradition, if you knew my family. We can trace our ancestry back at least several

    hundred years, with suppositions and guesswork filgreeing back even further. So, with

    such a defined base for my origins, why do I feel so rootless?

    Part of the problem is that I am Indian, and in India, no one is rootless. The

    idea is absurd. Even as a penniless beggar on the street, chances are you have some

    history, at the very least a connection to your soil. Indians never break off their

    umbilical relationship to the land. Mother India, mother to us all. The smell of Indian

    monsoons is heady and intoxicating; that first drop of rain on the dry dusty ground,

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    the feeling of euphoria I get, as I am soaked, cleansed, reborn. Every year, everyone;

    everyone who grew up here, that is.

    My parents were young and experimental at the time, newly married and

    already with a child, they had a decision to make, and they werent afraid of getting

    creative with it. My father was a sailor, and my mother chose to leave her job to be with

    him and raise me on the go. My childhood was their novel experiment, our private

    little gypsy caravan on the ocean. The consequences of raising a child on the go are

    that this child can never really ever settle down after that. Fit in quickly, assimilate

    fast, but never last; like Ikea furniture. I have never lived anywhere for more than a few

    years, at least not without feeling this painful physical yearning to move. To leave and

    return some day, but never to stay forever.

    I was raised on a ship for the first eleven years of my life. This is where I

    learned to ride a bicycle, had my own swing, did home-work, went fishing, fell a lot,

    and celebrated all my early birthdays. India felt more like an exotic vacation home to

    me; we would only be there for a few months in the year, usually around the holidays,

    when life was shrouded in gauzy unreality and everything was larger than life. India

    was that weird in-between place where people did not talk like they did in my Enid

    Blyton books, and I got sick a lot. I felt as related to my roots as a tourist in Times

    Square.

    The thing about taking root is trading in the freedom of the road for

    assimilation, the old gypsy dilemma. Trading in open road for social constrains. Isn't

    that a lot to give up? It is to me. I can follow a pattern in my life of unconsciously

    staying away from anything but the most essential societal networks and close

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    relationships for the fear of loosing myself in the process. But being myself means I

    never really know who or what I will be, only what I am, and that too ephemerally.

    Since I am incapable of settling down and growing my own roots, I instead

    compromise. I study roots, I try and trace things as far back as I can, hoping to find

    some clarity, some sense of understanding my tendency to flee when things look solid.

    This has cost me 2 careers so far, and at the outset of a new one, I wonder if this one

    will take. I loved journalism till I didn't, I loved film till I ran from it, and I love games

    now, but for how much longer? Is it a case of picking the right shoe to fit into, or just

    an ingrained tendency to abort and run?

    HOME?

    We are all wanderers on this earth.Our hearts are full of wonder, and our souls are deep with dreams.-Roma Saying

    What is home? Is it the place you were born

    (Indian govt. standard), the place where you

    grew up, or the place that feels most

    familiar? What do histories have to do with

    making a place home? I dont know when it

    started, but at some point, I started

    augmenting my memories with snippets from

    stories and I cant quite tell them apart. It

    also doesnt help that things like fighting

    pirates really happened, although going to

    Figure 2: Me as an infant in our family

    home in New Delhi

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    Australia never did. Although we had a house throughout all our travels, we never

    really lived in it, and it never felt like a valid homestead to me. My earliest familiar

    memory is the departure gate at the airport; they all looked a lot alike back in the day.

    Right after a few life threatening health problems, and my subsequent recovery

    from them, my parents, exhausted from everything decided that a touch of the

    "different" might help us all. So we fled. First, to a quiet coastal town, where my

    father traded in his winged shoes for an administrative position, a house and a steady

    income. I had many near death adventures here as well. Once almost walking into the

    open jaws of a type of local crocodile and made my mother faint (the crock and I both

    lost interest in each other, and nothing bad happened). Right after this, an ancient

    ceiling fan fell on my crib and crushed it to smithereens. I escaped unscathed, thanks

    to my mother who felt like she needed to get me out of that room, and removed me

    from the premises, just seconds before the fan fell. This was when someone suggested

    that my incredible fortune was all thanks to my paternal Grandfather's spirit, who was

    protecting me. And just like that, ghosts became real to me.

    Life in Porbandar1was dull, never changing, and most of all, insular. It was a

    tiny little town of 250 people, all employed at the dry dock my father administered, and

    eventually the deathly creep of stagnation and casual institutional corruption began

    creeping on my parents. Also, my mother was getting superstitious about my wellbeing

    there. Official resignations took too long to get approved, and my parents had had

    enough. We fled in the dead of the night, to shiny Bombay, and to a new beginning.

    Bombay at the time was a transient seaport of great scale and many unique

    "Colloquial, BritishPort, and HindiBandar- Port

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    wonders. It had the film industry, was the seat of commerce for India, and the most

    modern utilities were easily available here. India was a socialist country at the time;

    household amenities were on a lottery system and imported goods only available

    illegally. As a result, government jobs were a prize catch, since it basically ensured a

    nepotistic hold for the family of the employee for life. But Bombay was not our

    destination at the time; it was our stepping-stone for a grander adventure to come.

    Bombay was where the shipping industry thrived, and this was where all foreign

    companies had offices. Eventually, my father

    (overqualified as a chemical engineer working

    on a ship's engine) got the perfect job. An

    Iranian shipping company needed a Chief

    Engineer for their ships, a long term posting

    for several months of the year, and most

    importantly, allowed him to take his family

    along.

    However, I was 3 years old, just starting

    pre-school, and my parents had a big decision

    to make at this point. This job would either

    take my father away from us for even longer,

    take both my parents away leaving me to be raised by the wolves, or something would

    have to be done about me. The options seemed bleak at first. Leaving your kid(s)

    behind and travelling for a few years was the option of choice for most newly married

    sailor families, and openly endorsed by all my parents friends. But my mother had a

    Figure 3: On the Ship, age 5

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    problem with this. Raising her children has been her lifes work, and even then, she

    held on to this responsibility with far more dedication than anyone ever gave her credit

    for. She found great value and personal satisfaction in it, and nothing would make her

    miss the formative years of her first childs life.

    My parents used to be pretty unconventional back then. My father used to be an

    easygoing hippy, and my mother was a hip disco-girl. Both of them desperately wanted

    to see and experience more of life before succumbing to the ever-tightening noose of

    societal expectations. So they made a radical choice, to try to have their cake and eat it

    too. They decided to take me along with them. Home-schooled on a ship by my

    mother, and sailing all year long. They cut a deal with a local school2, as long as I

    managed to pass the final exams each year, the school would accredit my

    homeschooling, and I could continue my education in remote mode as a student of the

    school. India had no homeschool accreditation at the time, so hacking the system was

    our best bet.

    And then began the best years of my life. We practically moved to Iran, and

    began the gypsy life. Bombay became an in-between-house, a place where we spent a

    few months every year, and the ship became my new home.

    These years were spectacular. Apart from being my parents only child, most

    often I was the only child on the ship, since no one else had the guts to extricate their

    children off the system. Being the only child on a ship full of men, often stuck at sea

    for months at end makes you everyones favourite. This meant that for a time, I lived

    the Willy Wonka dream. I had 2 of everything I ever wanted. Once, for my 6 thbirthday,

    2My mother was friends with the principal

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    I got 7 different birthday cakes, and enough toys to fill a small cargo container. I had

    so many toys that we always ended up leaving most of them on the ship, with promises

    of returning there sometime soon. We never did, and that might be why I hold on to

    silly souvenirs forever. Objects are frozen 3D pictures. They have so many stories

    attached to them. Its very hard for me to even throw away things that are broken or

    torn, because it feels like all the memories that object holds, will die when it is gone.

    And who knows when Ill see those people/go those places again. In a transient life,

    objects become such vivid idols to memorable times.

    Iran. The Iran of my memories is a special place of freedom and nonchalance.

    A place where I caught frogs in the fountains, celebrated spring festivals, had my only

    pen-pal, and ate too many sweets. My Iran is a strangely wonderful place, full of

    pistachio nuts, giant slabs of oven-baked bread, and chilo kebabs3on mountains of

    buttery rice. A place where

    the women I knew liked to

    wear fashionable overcoats

    with gorgeous lace scarves;

    not hijabs. A place where

    everyone I met gave me a

    piece of candy, or a cheap

    toy; just because they liked

    children. Maybe I am deluded, and maybe my imagination has glossed over the

    3Meat Kebabs

    Figure 4: School children in Iran, 1989

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    negative things, but for the most of it, I think I saw a secret Iran, a place so unlike the

    real thing that it feels mystical. Where intolerance, hate and violence did not exist.

    People wore too much makeup, and made me special treats and loved me. Maybe I

    hold on to this fragile Iran so strongly because my return back to India was nothing

    like this. But then, the dream had to end eventually.

    While we sailed, we were bold

    explorers of the unknown. Kings

    of our floating island and

    oblivious to everything else

    around us. Of the '84 and '92

    riots in India, where people

    slashed and burned their

    neighbours, mobs of violent

    fools chasing an ephemeral

    dream fed to them by their

    pundits and imams.

    Figure 5: MS Wisdom, beached off the coast of

    Mumbai

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    STORIES

    There is no such thing as fantasy unrelated to reality!Maurice Sendak

    I started reading very early. Apparently I took to words like a fish to water and

    never really stopped. I think the fascinating thing about stories and words is that they

    are like life, but only better. Although someone else is the sutradhaar4, the reader

    always has a choice, or some control over the situation. Books can be closed and

    hidden away if they get scary, you can re-read the good parts and its like they keep

    reoccurring, and finally, the best stories are what you want them to be, guided by the

    author, but a personal experience nonetheless. I think I loved words for the way they

    filled in awkward holes, and made everything sound better. Changing the position of

    words in a line changed their meaning; made bad news sound better, and changed the

    4Bearer of the string,Sanskrit

    Figure 6: An old painting that became graffiti

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    way people react and responded to them.5

    My father is the original storyteller of the family, and I have strived to be half as

    good as him all my life. He has always had perfect timing, and a way to gauge his

    audience and give them what they want. He is the king of embellishers, and every

    real story he has told us sounds absolutely convincing, but might have only a grain of

    truth in it. Mundane things like his trips walking to school sounded magical, because

    he would lose his shoe along the way, and ride a donkey on the way back. He broke all

    his sisters toys once to create a convincing backdrop for a story he was going to tell.

    Stories used to be the glue that held our family together, once upon a simpler time.

    Maybe it was all those childrens adventure stories, or maybe it was my father,

    but making things up was the only way I could fit all the different bits into the tapestry

    of my life. In my head nothing was ever amiss, because everything had a place in my

    story. I recently read the Never-Ending Story, and it felt very familiar. The stories are

    too many, like the time we got attacked by pirates in the Straits of Malacca6or the time

    we had sharks circling our ship, not allowing anything to come in or go off it. Or the

    time when I kicked off all the prayer stones at a Namaaz in Iran, or maybe the time I

    got lost in the Carnival in Brazil, or was stuck in a motel in Caracas during a civil coup.

    There are so many stories, and such strange ones too, but they feel almost mundane to

    me sometimes. I woke up one day on the ship, looked out and there was a magical

    floating market all around us where there was only a canal the previous night. We were

    sailing through the Suez Canal, and the Red Sea had become a flotilla of market boats

    5It felt like a more cohesive form of astrology even, instead of the stars moving and changing

    your fate, you move a few words around to do even more6A narrow waterway between Malaysia and Sumatra notorious for its pirates

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    by day. Everything from fish, meat, antiques, perfumes to carpets were on display. All

    disappeared by 5pm, for fear of the night patrol.

    Looking back, the only steady constant in my life that has come with me on

    every journey I ever took, right from the very first one, are my stories. I had inherited

    my grandfather's library of first editions, classics and detective stories at birth,

    followed by someone deciding to teach me the alphabet instead of the usual infantile

    activities that a young child endures. This had an incredible effect on my life. I started

    reading children's books when I was a little more than a year old, and never stopped.

    My parents (more like my Mom) lived with my Father's family at the time, Delhi. My

    mother had many things fighting for her attention, and had precious little time to sit

    around baby-sitting me. Reading helped both of us.

    Books, stories and storytelling have an almost religious place in my heart. They

    are the one thing that I have never abandoned, evolved with perhaps, but never

    abandoned. All the different places I have ever lived in have flourished with stories.

    Legends, myths and mysteries are a given, India thrives on them. Even on the ship,

    sailors are a superstitious bunch, full of urban legends of the ocean, and how to avoid

    them.

    Returning back home to India from the sailing was one of the hardest

    transitions I ever had to do. Firstly, it didnt feel like the end of an era when we

    returned from Sardinia7

    . We were back in the transition place, and we usually stayed

    for a month or two, three if someone was getting married. Eventually, the months

    became a year, and I had already been attending the local school full tilt by then. This

    7Italy, our last voyage was around the Mediterranean, ending in Italy

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    was most traumatic. After being the centre of so many lives, it felt very weird to be 1 of

    60 students in as dehumanizing an environment,

    as the Indianpublic school8. More than anything,

    I felt deeply betrayed. No one gave me the memo,

    I didnt know I had to account for permanency.

    For all my resentment to this clipping of

    our collective wing, I am thankful for one thing.

    This was definitely the time that I developed a

    habit that went on to stoke my future interests in

    storytelling. After playing hide and seek with

    India for nearly a decade, all the fragments of the

    myths and urban legends, all the remembered bits

    of bedtime stories, even the fragments of parental conversation that I recollected, had

    created a mood-board of sorts in my head. A dynamic mind-map to help traverse the

    Indian psyche. I used this to make sense of a lot of it. Inspired by the Indian epics 9I

    began adding stories to random events of the day. I would construct complicated

    background stories to explain something new and weird I had encountered that day. A

    constantly growing tapestry of cultural quirks; it made the experience richer by far to

    imagine an unpleasant government official was actually a King who lost his all and

    cant help being bitter now or maybe the abrasive fisherwomen who squat at the

    entrance of the train at rush hour are just really exhausted mer-folk who swam all

    night, and my boss is really just a nice lady who helps feed the needy by night and

    8What Americans call middle & high-school are grades 6-12 at public school in India9Mahabharata and the Ramayana

    Figure 7: "Incredible India " using

    local matchbox art by me

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    wont fire me at all

    The problem with fitting into the Indian patchwork is that to them I was

    neither an expat, nor an authentic Indian10. They just did not know what to do with

    me. And for me, everything felt vaguely familiar, but like dj vu; so you arent quite

    sure if dreamt it or if it really happened. I loved the colours, patterns and the chaos;

    perpetually overwhelmed by the density of flavour, sound, smells, bodies, and colour.

    A sensory collage that must be navigated by intuition alone. A desire to add a veneer of

    story to everything, easing the shock of the new and unfamiliar, making the unknown

    feel harmless, like a storybook.

    Figure 8: Collage from "Sita Sings the Blues"

    10This is true to life. Friends have told me casually as recently as last year that they dont thinkI am a legitimate Indian/ Bengali

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    Figure 9: Souvenir, view from the home world

    STORYTELLING IN SOUVENIR

    And there are so many stories to tell- too many, such an excess of intertwined livesevents miracles places rumours, so dense a commingling of the improbable and themundane!!Salman Rushdie, Midnights Children

    This brings me to my thesis project. Souvenir is a study of transitions and the

    story of the journey between places, of letting go and moving on. The process of

    making it has in turn been a tangential exploration of my own relationship to both

    these things. Having had to move constantly, and adapt to new people and places left

    me intrigued by the process of transition. I am reminded of the spiritual concept of

    Maya11is centred on the fact that we do not experience physical reality itself but rather

    a projection of it created by us.Every person's reality is as fragile as their dream world,

    and alters just as easily. By this logic, wishing something into existence is totally

    11Maya: Illusion, Hindu/Pan Indian religious belief systems

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    plausible. If you want something badly enough, the universe conspires to give it to you.

    And sometimes it doesn't. If transitions are so fascinating, and if cinema and literature

    have already made a well-established trope for themselves in this, can games do the

    same? Can the seamless interaction space of games be utilised to tell a deeply personal

    story? Could we construct a system that trusts players to fill in the blanks with their

    own memories? Will anyone want to go the extra mile to make sense of something that

    wasnt processed for easy consumption? It is through these questions that we came

    upon the core idea for Souvenir.

    What is Souvenir?

    Souvenir is a first-person adventure game that uses a gravity-shifting mechanic

    to explore a dreamscape created out of old memories, to tell a story of transition,

    personal history, growing up and leaving home.

    In the game, the player is the protagonist a nameless young woman who has

    recently graduated from high school, and needs to pack up; her dilemma being

    deciding what to keep and what to throw away. While looking through all the

    accumulated junk of her school years, she finds several worthless objects that bring

    back memories, some good, some not as pleasant.

    What we hoped to achieve at the end of this process was a game-play aesthetic

    similar to experiencing nostalgia. Like remembering someone when you hear a certain

    song, the way the fragmented debris from that memory create an image that is familiar

    and comfortable, yet not complete. Which makes you think about that person, filling

    in the gaps, completing the puzzle. We hoped to do this by using the visuals to create a

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    mood, and breaking that up with snippets of text that just hint at something more, but

    leave it up to the player to add the rest.

    Figure 10: Abandoned Theatre, Souvenir

    The game begins in an abandoned theatre. We chose this because of the

    ambiguity of a space like a theatre. It is familiar, yet it could be there for any reason. Is

    the protagonist an actor or a performer of some sort? Is this a school auditorium? Is it

    maybe a nightmare in an abandoned theatre? All this, and the fact that a theatre is

    essentially a closed cube, making it a safe practice space, made us think that it would

    work well as a place to begin the play-experience. The heroine must play through her

    memories and chose to keep object(s) or continue exploring her mind. While re-living

    her experiences she gets an opportunity to discover new insights into her memories (of

    both mundane and traumatic events), giving her a fresh perspective. These objects are

    the souvenirs of her life so far, and she must decide what to do with them trash them

    forever, take them with her into her new life, or resolve them and move on.

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    True nostalgia is an ephemeralcomposition of disjointedmemories.-Florence King

    We were inspired by the idea of

    fragmentation, and wanted to

    channel this in our game world.

    The surreal topsy-turvy quality of

    nostalgia seemed like a good place

    to start, when we began designing this iteration of Souvenir. I played around with

    distorting a familiar space, such as the High school, by building it only using rings.

    Similarly, my team-mate Ben used floating platforms and intricate cross-beams to

    construct a church, keeping familiar objects like the pew and stained glass windows

    intact.

    Similarly, the home-world is represented as a floating planet, much like the

    home of the Little Prince, with a slice of everything the protagonist cares about on it.

    This buffet style presentation allows the player to choose their path, create their own

    experience. Eventually, I want to create a dynamic narrative system, which makes up a

    story of your life based on your experiences in the game. Leaving each player with a

    unique little something to make each play experience memorable.

    Figure 11: Stil l from Psychonauts

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    How do we tell stories in Souvenir?

    The heroine has the ability to shift the gravity of her dreamscape. She begins

    the game inside an abandoned theatre, where she is in the seats, but needs to climb on

    to stage. The stage is sparsely populated, but intriguing.

    On it are a group of odd

    props; there is a broken

    front-wall of a room, a car,

    a few boxes, and words

    ribbonning across the

    walls.

    As she exist the theatre, she plummets headfirst down a rabbit-hole style drop in the

    floor, straight into their bedroom (on the home-world). The bedroom looks ordinary; a

    bunk bed, a desk, table, dresser etc, only

    Figure 13: View of the home-world as you fall towards it + the bedroom you fall into, Souvenir

    Figure 12: Words on the stage of th e Theatre scene, Souvenir

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    all the objects here have floating bits of text tagging them to a snippet from a memory.

    Something visceral and familiar, that I hope the player can identify with. My goal was

    to keep the memory snippets as open-ended as possible, suggesting a story instead of

    telling anything, and this was a huge challenge for me. Most of my storytelling

    experience comes from books and cinema, and the hardest part was to divorce myself

    from what I think words do to storytelling, and think of them instead as props in a

    film. The way films use a mundane object to tell us so much about the place, the

    inhabitants and the mood of the scene12. Could we use words in the same way?

    How does the narrative structure work?

    The player lands in her bedroom, looks around, sees some snippets of text,

    begins to walk out. Outside there is a giant crow standing a little away from the

    players bedroom, some more text on her car, some boxes spilled around. She can

    decide what direction to go, will she go towards the school or the church? Maybe the

    forest? As she begins walking towards either one direction, she gets closer to the crow,

    which suddenly explodes into a dozen other crows that fly off to different parts of the

    12Such as "In The Mood for Love a film about unrequited love by Wong Kar Wai, where the

    director uses minimal dialogue, augmented by the most gorgeously framed shots withincredibly detailed propping to tell us more than the characters ever could.

    Figure 14: Stil ls from "In the Mood for Love

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    space. After this, the player begins exploring the world, shifting gravity to reach certain

    spots in the world. She comes across a lot of glowing orbs of light, with beams

    shooting out of them, these are the souvenirs that the player is trying to sort through.

    Each souvenir is a small and

    mundane object, with a few words of

    text around it. Giant beams of light

    shoot out of them, visible from across

    the worlds, to attract the player

    towards it, also acting as a strobe

    light; a pulsating element to break the zen state of the static world. As the player

    approaches a souvenir, lines of text begin to appear out of thin air around them. These

    are slivers from a larger memory, triggered by the players proximity to the object,

    acting like a flashback. But to understand our current game, it is important to know

    how we got there.

    Domains of exploration + precedents

    Sometimes an entire culture colludes in the gradual destruction of its own panoramic

    spirit and breadth of its teaching stories.13

    Quoted from the introduction to Joseph Campbells Hero with a Thousand

    Faces, this was the starting point to Souvenir. This quote is a sentence from a larger

    piece speaking about the death of folktales and myths in modern mass media,

    gradually leading to a spiritual starvation in our society. The writer prefaces this idea

    13 Clarissa Pinkola Estes (introduction),Hero with a Thousand Faces(Pantheon Books, 1968)

    Figure 15: Lost in the forest, Souvenir

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    by discussing the common story-tropes existing in populist film and TV these days

    namely sex and violence, discussing how the shallow storytelling leading up to these

    dramatic narrative conclusions, create an incomplete image of human relations. She

    believes that mass-medias quest to entertain has created a parody of humanity that its

    consumers believe to be an accurate portrayal of human-life.

    Right from the onset we (as a team) were curious about mythology and the role

    it played in society. Our readings of Campbell14, Vladimir Propp15, Levi-Strauss16, and

    Robert Graves17supported our initial explorations, encouraging us to think more about

    fluid narratives. Exploring the Heros Journey, we realized that it was starkly similar to

    the coming of age story. Whereas the heros journey is a common game-myth 18, we

    realized that the coming of age story was not a common game-trope.

    What is my thesis question?

    Can a game make you tell your own old stories?

    Taking the critique of popular mediai, and using it to fuel our exploration, we

    decided to use games as our medium to create an interactive narrative experience that

    resonates the fluidity of folk-tales, while echoing a relatable experience such as a

    coming of age story.

    To understand why I chose to work on this project and explore games and story

    telling, it is important to know a little bit about my childhood. Having spent a large

    14 Joseph Campbell (author),Hero with a Thousand Faces(Pantheon Books, 1968)15 Vladimir Propp (author), Laurence Scott (Translator),Morphology of the Folktale(American Folklore

    Society, 1968)16 Claude Lvi-Strauss (author), The Savage Mind(University Of Chicago Press, 1968);

    Myth and Meaning: Cracking the Code of Culture(Schocken, 1995)17 Robert Graves (author), The White Goddess: A Historical Grammar of Poetic Myth, (Farrar, Straus and

    Giroux; 1966)18 Troy Dunniway (blogger), Using the Hero's Journey in Games (Gamasutra.com, 2000)

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    part of my formative years sailing on a ship with my parents; I was alone a lot, which

    made books my best friends. I spent a lot of time reading, but a lot more making up

    stories. My nomadic upbringing ensured that I always ran out of reading material, and

    would have to improvise. The only constant on a sailing-ship is the space inside your

    head, and that is when I fell in love with stories and storytelling. Following my

    narrative-wanderlust, I spent four years working in films, looking for my niche. My

    experiences were not the most fulfilling, and this pushed me to explore other media as

    tools for storytelling.

    I worked in journalism for a while, but in early 2008, newspapers and bloggers

    sounded the death-knoll for the physical artefact of the Book19, and the printed word

    by association. Journalists speculated the death of paper publication with the advent of

    new digital media, especially touch-based devices and e-readers such as the Kindle.

    These posts implied an alarming notion, the phasing out of traditional media while

    encouraging a rapid exploration of its digital counterparts. This debate shook me up,

    partially because on one hand I felt strongly defensive about books, and on the other I

    found the idea of exploring of a digital parallel to books very exciting. What people

    were speculating about print, echoed my feelings about film; film felt inadequate to me

    as a medium of the type of storytelling that I wanted to do, the future and new media

    must have an upgrade to this traditional form, if it was heading towards replacing

    books so rapidly. Perhaps this was a reaction to my personal experiences with using

    the medium, but I (as a viewer) wanted to control the outcomes of bad film stories, and

    19 Jeff Jarvis (blogger), The book is dead. Long live the book(Buzzmachine.com, 2006)Ben Ehrenreich (blogger), The Death of the Book (LA Review of Books, 2010)

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    as a maker, wanted to see where a narrative would go with this un-orchestrated

    audience input.

    Although print is far from dead, we can already see traditional media losing

    steam as the prime medium for narrative delivery; whereas new media is not gaining

    much by trying to mimic the old. My story at Parsons began at this point, which is

    when I found myself looking into the realm of games. I was really interested in seeing

    if there could be a more democratic medium for narrative delivery, a space that gave

    the audience more control over the story. Games allow for a deeper immersion, as the

    audience can literally embody the protagonist and live through their experiences. The

    magic circle20creates a safe space that while being realistic, can be a stage for the

    fantastic. The cinematic quality of game visuals, coupled with the deep interaction of

    game-systems, and the natural affordances to role-playing results in revealing a very

    interesting narrative medium21.

    Since our project strives to use the game mechanic as the principal narrative

    20 Johan Huizinga,Homo Ludens(Beacon Press, Boston, 1955)21 Michael Mateas (article), A Preliminary Poetics for Interactive DramaFirst Person New Media as Story

    Performance and Game(MIT Press, 2004)

    Figure 16: VVVVVV + Fez + Ico; games that inspired us

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    tool, we looked at several evocative games for inspiration. Our project draws a lot from

    the mechanic of the game - VVVVVV22, which has a gravity-shifting mechanic in 2D,

    and uses the game environment in an unconventional way. We looked at another

    indie-hit, Fez, a puzzle platformer that switches from 2D to 3D in the game play.

    Studying the game Ico23; a much quoted milestone in the world of evocative games24,

    informing our aesthetic choices in terms of user experience and its relationship to

    abstraction and art. The puzzle game English Country Tunes25, is our most recent

    inspiration in terms of small tight levels, and concise world building.

    Concept Evolution

    Nothing endures but change26.

    As a team, we embraced this adage early on; deciding to think of all our

    prototypes as cheap throw-aways; so not just our thesis question, but our entire project

    has gone through several metamorphoses, always ending up richer than before. Our

    primary focus was to explore through making, and never get too attached to an idea

    that we cant think beyond it.

    22 Terry Cavanagh (lead game developer), VVVVVV(Nicalis -3DS, 2021)

    23 Fumito Ueda (team leader Team Ico),Ico(Sony developmental Labs, 2008)

    24 Drew Davidson (editor, article) Ico Well Played 3.0: Video Games, Value and Meaning(ETC press, 2011)Chris Pruett (blogger),Balancing Game Mechanics and Narrative(The Journal of Education, Community,and Values- Pacific University Oregon, 2004)

    25 Increpare Games (game studio),English Country Tunes, (increpare games PC, Mac, iPad, and iPhone2011)

    26 Heraclitus (philosopher),Diogenes Laertius, Lives of Eminent Philosophers (540 BC - 480 BC)

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    The Prototypes leading up to the current Game

    1. Shill

    I kept returning to the idea of storytelling and games; trying to combine my

    interest in mythology and folk tales in a game space. I was very concerned about my

    lack of experience in game-narratives, and worried about approaching the field from

    the perspective of a divergent narrative media, such as the more linear medium of

    books and film.

    My classmate Ben and I had kept in touch over the summer to discuss our

    thesis ideas, and in the process of sharing our new ideas we realized that both our

    interests and ideas leaned towards very similar core concepts - namely the use of myth-

    stories in games.

    Could we use myth-stories and games-systems to create an aesthetic similar to

    oral story-telling, which teaches and changes through the telling, or in this case, the

    playing?

    We started reading up about the mechanics of myth making, diving deeper into

    a suit of academic topics, such as the study of anthropology, comparative mythology

    and the relationship games between games and hero-sagas. Robert, another classmate

    of ours was looking for a group at that point and he was specifically looking at working

    on a game that exploited and re-envisioned the cinematic 3D environment of first

    person shooter games. This premise was complimentary to our initial explorations,

    given that first-person games have a deeply immersive personal visual aesthetic to

    them. As the new semester began, each of us tried to take a stab at the process of game

    design from our own perspectives. Our very different backgrounds led us to end up

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    with three very different prototypes that explored very different aspects of the project

    (narrative, game design, and finally game as drama).

    Our project underwent three major changes, the first set of projects explored

    dynamic narrative creation, and given the transient nature of the project at the time,

    we decided to give it a tongue-in-cheek working title - Shill.

    LIGHT/DARK

    I was really interested in the idea of using light as a metaphor for learning. So

    creating a world where visibility was minimal, and the only light source

    available to you is a very small personal torchlight. As player progresses

    through the world and accomplishes more, the light source keeps getting

    stronger, increasing the radius of light around them, allowing them to see more

    of the world, and explore more in the process. The metaphor being that

    learning leads to more exploration.

    Conclusion-

    This idea was shot down on account of light /dark being technically undesirable, and

    the team did not like this direction of game-play.

    CLIMBING UP

    In this game an unnamed protagonist starts the game at the base of an infinite

    flight of steps / floating platforms rising into the air. They must keep climbing

    up as there is a corrosive gas like element that keep rising higher and higher,

    obliterating everything it touches. On the way s/he finds many mystical people

    and things that speak to them, giving them cryptic messages and leading them

    to side paths or misleading them completely. The process of climbing is an

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    endless exploration for the character, and they do so while exploring the broad

    narrative elements along the way.

    Conclusion-

    The group decided that this was more of interactive experience than game, and we

    discontinued exploring it. This also felt more like a 2D game than a 3D game and there

    are some similar games (GIRP, Katherine) that do this badly so we abandoned it on

    account of questing to find something better or unique.

    THEATRE of STORIES

    This game exists in two states - The Dreamscape and the Real World. The base

    mechanic for this game was perception in dreams and reality. Objects that the

    player touches/moves in the real world appear larger than life in the

    dreamscape. These are props that the player had interacted with in the real

    world (an abandoned theatre), becoming overt and exaggerated aspects of

    themselves in the players dreamscape. Ex: The player picks up a bottle from

    the floor and places it on a table, on entering the dream state, this bottle

    becomes a giant monolith that becomes an obstacle to over-come.

    Figure 17: Shill, paper prototype

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    Robert had his own unique spin to this idea and suggested making the theatre a

    space where visual avatars would mingle, going one at a time, players would get to be

    under the spotlight, and during that time they can direct the narrative to a direction of

    their choice. The remaining players would have to construct a set that reflects the

    spotlight-player's wishes in the background from the props in front of them. The next

    player must pick up and work with the narrative till then, creating a virtual improv

    theatre/exquisite corpse.

    Ben suggested a secondary more game-like state to this scenario. He suggested

    having a more clearly defined dreamscape where each constructed set becomes a

    terrain that the players must play through individually. Each player competes to play

    through this terrain with the most points (judged in speed, dexterity, points-acquired),

    where the most successful players then lead the next round of stage direction.

    This seemed like a fairly lucrative idea, from a collaborative-narrative-

    generation game point-of-view. While exploring this further, we encountered many

    technical issues in terms of how much leverage to allow players, and how to create a

    robust suit of re-usable assets to reflect player-intent (that were not just blocks and

    cylinders). Nick Fortugno warned us to be mindful of the Scribblenauts 27syndrome.

    Scribblenauts is an urban legend in the world of game design, a fabulous game where

    players can create a unique character and opponent combination, all character and

    opponent possibilities are pre-created. This means that the game designers spent years

    just creating a massive database of designed objects, hoping to cover any type of

    character a player might want to play with. This resulted in creating a beautiful game at

    27 5th Cell(game developer),Scribblenauts (WB Games 2009)

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    great production cost and relatively low impact, since very few players would ever

    experience the complete range of these assets. Coming up with constrains to control

    this was a nightmare and we soon realized that this idea might not be as feasible as we

    had hoped.

    Conclusion-

    At the time, we were focusing on creating a dynamic system that would act as a

    narrative creation machine. We were trying to mimic oral storytelling traditions

    by creating a space where collaborative story creation could occur through

    game play, and participant input. We realized through experimenting with our

    prototypes that although we could create a world that was cohesive while still

    being open enough to generate a personal experience, we lost a lot of our

    narrative intent along the process.

    2. Taroch

    Our failure with the Shill set of prototypes brought us back to exploring some

    analog mediums of narrative generation, such as Tarot Cards. Tarot cards are very

    interesting objects, they have such a potent aura of mystique about them, that they

    inadvertently create very interesting social situations around them. Having dabbled in

    the Tarot in the past, I had come to the conclusion that it was a very interesting

    medium to use to talk about the unspeakable or awkward things with friends. The

    exotic guise of fortune telling often allows people to make unexpected connections

    between the vague predictions in the cards and the events in their life, decoding the

    cryptic messages of a spread in interesting and creative ways. I was pleasantly

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    surprised to find my thoughts echoed in studies done by Carl Jung28and Sigmund

    Freud29in exploring the use of the Tarot as an archetypal tool in psychoanalysis (used

    much like a narrative counterpart of the Rorschach Test).

    We found Tarot based book narratives like the Castle of Crossed Destinies30at

    this time, which actively used the abstraction of Tarot cards to create varied narrative

    nodes. The Tarot gave us new hope in the form of an archetypal device that could

    resolve our previous asset creation problems elegantly. Tarot cards are not only

    archetypal, but are easily recognizable and beautifully designed; all we needed to do

    was use them in the game as re-usable modular narrative carries. Each Tarot card can

    be interpreted in so many ways individually, and countless more in combinations, that

    within themselves they had a wealth of dynamic potential. The question would remain,

    could we break down the Tarot deck to usable archetypal imagery, allowing for

    dynamic terrain creation in a game environment?

    At this point, we had another breakthrough. Robert had been researching game

    mechanics and level design along with our explorations in narrative systems. He was

    exploring the mechanic of the popular 2D independent game VVVVVV31that used a

    gravity-shifting mechanic to tell a loose abstract narrative. Putting this style of game-

    play in a 3D environment allowed us to created very interesting Escher like worlds that

    presented a rich new set of possibilities when combined with the Tarot (which already

    28 Sallie Nichols (author),Jung and Tarot: An Archetypal Journey(Weiser Books, 1980)29 Sigmund Freud (paper), Psycho-analysis and telepathy (Partric Valas blog, 2011, orig. 1941)30 Italo Calvino (author), The Castle of Crossed Destinies(Mariner Books, 1979)31

    Terry Cavanagh (lead game developer), VVVVVV(Nicalis -3DS, 2012)

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    have a complimentary affordance of card turning leading to different interpretations).

    TAROCH

    Taroch begins with a young persons exploration of their past memories while

    unpacking their things. They embark upon this exploration while playing with

    some Tarot cards, using them to categorize their belongings. The act of placing

    the Tarot cards on their boxes takes them into a dream-like world where they

    encounter scenes from these memories and sort through them with the help

    of the Tarot characters, ranging from ambiguous passers bys, friends,

    guardians to villains. This exploration is undertaken by shifting gravity to turn

    the game-world around, traverse strange and surreal buildings, and meet

    fantastical characters. We were very excited about this iteration, and went

    forward and spent the better part of the semester (till midterms) fleshing it out.

    The ebb and flow of game design consumed us, and we ended up putting too

    many elements into this iteration.

    Having too many interesting elements in the medium of games with its strong pre-

    existing expectations and affordances just creates chaos. After a very helpful critique

    session over Midterms, we decided to take a strong hard look at the project and shear

    away everything that was not absolutely necessary.

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    3. Souvenir

    The Tarot is a strong reference, often fading everything else into the

    background. We realized that over time, we had been abstracting the original

    archetypal characters, until they were barely recognizable as the Tarot; it instead

    informed our character design and meta-world narrative, so we moved all mention of

    the Tarot to our designers back-end inspiration file. This liberated us, and we realized

    that at some point in our design process the Tarot changed from being a solution to a

    problem, and had been holding us back, instead of making things easier for us.

    Figure 18: Sketching ideas that would become Souvenir one day

    We stepped back and re-imagined our existing assets (the Escher world, gravity

    shifting, memory exploration, sorting through objects) in another combination. What

    we came up with was a sleeker system, with fewer elements; it looked like something

    that could work. Maybe.

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    Figure 19: Souvenir 1.0, the free-floating world

    SOUVENIR 1.0

    The game begins in the players bedroom as she is sorting through the

    debris of her childhood, trying to decide what to keep, what to throw and what

    to take with her to dorm at the University. She must sort the objects in her

    room into either a trash bag, a cardboard box or a suitcase. As she looks at an

    object something the object is taken-away from her, as she tries to retrieve the

    lost object, and she is propelled into a memory of how she acquired it.

    Souvenir is a first person adventure game with a gravity-shifting

    mechanic that systematizes a coming of age story through the game play. Our

    hope is that by keeping the narrative component of the game sparse and

    minimalistic, we can allow for the player to fill in the blanks with details from

    their own live and by doing this let them immerse more deeply into the existing

    narrative scaffolding by finding common elements with their own growing up

    story (Ex. mean teachers, cutting the umbilical cord, etc).

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    We had originally planned to break the experience into four levels, that would each

    explore the players relationship with a mean teacher in their high school, a grand-

    parent, friend(s), and finally their mother. Each of these levels begins with an object in

    the heroines bedroom, plummeting her into an open Escher-style world that the

    player then traverses to find snippets of conversation and smaller useless articles.

    These articles and conversations stitch a story about the heroines relationship with

    the Teacher character (not revealed till the end) while presenting both the teachers

    side of the story and the players. This mix of exploration and puzzle solving leads to

    the final boss-battle with the teacher, who is revealed to be unlike the players

    expectations - scary monstrous creature. Instead, the teacher is a pathetic crow-like

    creature that is trapped in its own insecurities, allowing the player to make an

    important decision - will they free this creature and forgo the stolen bauble, or will

    they collect their belongings and leave the creature to continue living in this prison of

    its own construction?

    We got a lot of great feedback about how to improve the game play etc., but

    almost everyone we shared this idea with was generally positive about this direction.

    Figure 20: Playtesting at the "PlayTECH Saturday" event at Parsons

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    The one structural problem we kept facing was that a system of 4 broad strokes, did

    not allow us to create a good tutorial level to teach the system. Our game play of gravity

    shifting is uncommon and not intuitive to new players. Even experienced players of

    first-person shooter (FPS) games find it hard to path-find and navigate the terrain,

    given that FPS players are trained to look to the sides, rarely at the ceiling or floor.

    Since our game requires players to look in all directions, including top and bottom,

    this created a strange predicament for us. Our game play was counter-intuitive and

    unforgiving of learners. Once players understood the system their experience playing

    was mostly positive; a small minority of players with a richer game vocabulary figured

    it out by themselves and enjoyed it start to finish, but to most of the players, learning

    our game was an enigma. The large size of the first level made the game unforgiving to

    beginning players, and the high-skill level made the narrative too obtuse to follow. At

    this point, we were advised by a play-tester to try smaller levels, and definitely have a

    tutorial level.

    This was a breakthrough again! The idea of having smaller more insignificant

    levels reinforced our core idea of looking at useless souvenirs from your life that had a

    meaningful place in your mind. This could allow for a richer environment, and more

    experiments with non-traditional narrative elements in the game world like music,

    dialogue and sound-design.

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    Figure 21: Souvenir 2.0, school hallway

    SOUVENIR 2.0

    Game begins in the players bedroom as she is sorting through her

    belongings. She looks at some of the cheap debris from her childhood/high

    school, and is propelled into the smaller vignette-style memories of each of

    them. Each memory is a small puzzle where the player must try and find that

    object in the adapted Escher-like world (which looks like the normal world, but

    with parts missing or misrepresented to add a surreal quality to the visual

    design). While in this dreamscape, player overhears conversations, glimpses

    forgotten memories and encounters a giant crow-like monster.

    The first chunk (consisting of 3-4 small levels) would remain anchored

    to her experiences with the unpleasant teacher, but broken into smaller

    montage style stories, each related to an object but feeding into the Teacher

    narrative. As she plays, she pieces together this disjointed narrative over 4 small

    levels, thereby preparing her for the final boss-puzzle where she must chose to

    release or ignore the crow-creature, that is revealed to be a small pathetic

    creature.

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    This approach allowed us to make smaller tutorial levels that are very basic in

    nature, but have a richer narrative quality to them. This also let us ramp up the

    narrative, re-cycle characters/objects and weave a less linear storyline. All good things

    from our point of view, and we were very optimistic about this prototype.

    However, this did not pan out as well as we had hoped it would. While

    revisiting Souvenir 2.0 at the beginning of the spring semester, the feedback was

    overwhelmingly negative for the sound design, the level design and the game-play.

    Players felt that now, the game was far too easy, and felt boring. The voices and music

    just created a discordant chaotic background that did not add value to the play

    experience. They did like the visual design of the piece, which was more realistic, and

    relatable, showing some character; which was lacking in Souvenir 1.0

    With heavy hearts, and not an insignificant amount of panic, we decided to

    return to the drawing board and explore yet another new direction. This, 4 months

    before the project was due, and without really knowing what to change, we just took a

    shot in the dark, and changed our entire workflow. Fingers crossed, we waited to see

    what would come of this.

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    Figure 22: Souvenir 3.0, view from the home world

    SOUVENIR 3.0 (Current Version)

    After the debacle of Souvenir 2.0, we decided to change our working style. So

    far we had been working as a team, with each teammate owning one part of the game

    design. I did the storytelling bits, Robert did the level design and 3D modelling and

    Ben did the code and some 3D modelling. What ended up happening was that we

    would shoot each of our ideas down, and end up with a watered down version of all of

    them. We were thankfully mature enough to look at this as the professional workflow

    we would have to adopt in the working world, and stuck with it. However, in the end,

    this turned out to be both frustrating and not as successful as we had assumed it would

    be. So we decided to break apart, and work solo. The goal being that each team-mate

    would build a complete level by themselves and present it in 2 weeks. This was a tough

    challenge for me, as my 3D game design skills were still nascent at the time, and of all

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    of us, I had the least Unity 3D32experience. Nick (Fortugno) warned us about the

    follies of this type of workflow, with one person either outshining the rest, or one

    person being left behind, and the subsequent problems that would occur out of that.

    We were as apprehensive as he was, but went ahead with it anyway.

    Two weeks later, we had the barebones sketched out, and decided to work a

    little more before exposing playtesters to our new direction.33Soon two weeks turned

    into 4, and suddenly midterms were upon us. We decided to show our new directions

    at Midterms and just go with the

    feedback from there.

    So far, I had been working on a

    variation of the high school level,

    inspired by the idea of a

    Panopticon34, using a set of

    concentric rings. I was very worried

    that my assumptions of 3D games

    would fall flat on my face and we

    would have a disaster on our hands. However, I continued working on it, hoping my

    playstyle wasnt unique to me, and would translate to a fun game experience. I liked

    32Unity 3D is the game engine we have used for Souvenir33The most frustrating thins on earth is having people react badly to your work because it isntfinished yet, which is usually the reaction casual players have as they cannot filter the work into

    its technical pockets yet.34Designed by Jeremy Bentham, philosophised by Michel Foucault

    Figure 23: The highschool level, Panopticonised,

    pre art-pass in the editor, Souvenir 3.0

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    how the rings created a security blanket for the player; they could bounce inside the

    ring without fear of falling, and the concentric shrinking rings. The one drawback was

    that there was a lot of monotonous walking going on. On a whim, I decided to try and

    to break it up, so I scattered some trinkets around it. These were glowing metallic orbs

    that displayed a line of 2D text when you picked them up, usually something like "You

    picked up a Souvenir 1/20", a test element we had built a while ago for Souvenir 2.0. I

    played around with the text line, and placed a few of these around the level that

    commented on the player's game play with lines like, "I always hated track" when the

    player has been walking around a ring for a few seconds.

    When we presented our 3 levels at midterms, the reactions were

    overwhelmingly positive! Finally it looked like we had hit the right note somewhere.

    The text addition hit just the right note with the narrative issues we had been having

    and the feedback we got was overwhelmingly positive. Nick (Fortugno), our former

    thesis professor and now guest critic loved how the text gave you a hint of story,

    perhaps even suggested that there were story paths around the space that could be

    developed to encourage one type of exploration, where as, the spaces were a lot more

    visually interesting now, and were pleasant to explore by themselves. The levels

    themselves were visually captivating, with each team-mate channelling a lot of

    personality and character to the spaces, which helped make them memorable and fun.

    Naoimi Clark, another critic at the midterm remarked that she loved to fall in our

    game. This was in many ways a huge breakthrough moment for us. We realized that we

    had found a workaround for our story problems as well as the monotony issue with

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    there being no other characters or animated objects in the game. If we could leverage

    the narrative elements and the falling action, we might be able to make a fun game!

    The text was my baby, and it worked surprisingly well as a reward for

    exploration, and broke the static-ness of our world. We realized that although

    exploration was a fine goal to aim for, if our environment did not change at all, it

    created a plateau like play-experience. After a while the jumping around and switching

    gravity gets as monotonous as walking slowly through the space. Since we tried to stay

    away from boss fights and shooting, nothing really happened in our world. Getting

    some text on the screen bridged that gap perfectly. This was a reward that fit with our

    game aesthetic and world logic, it was not a pointless trinket there just to give you

    something to do, but hinted at something more. It made the experience more easter-

    egg hunt like. Making players look forward to finding more trinkets and reading more

    text.

    This in itself was a breakthrough. Usually, text in games is something to be

    tolerated, and often clicked through, and here we were, with players asking for more.

    We tested this again at Playtech, with middle and high school students, and they

    wanted more text too! Having attended 4 Playtech's so far, we have learnt that the

    average NYC middle-schooler has no filters, so they always give us the most honest

    feedback we can ever hope to get. So if these kids wanted more text, I would have to

    give them more text! Another interesting thing that happened at Playtech was that the

    kids all got the narrative of the story, without being told anything. They knew someone

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    was moving out, they knew that this person was a woman35, and it was inside

    someones mind. This was great news to us! If kids got it, then we were on the right

    track.

    I continued working on the text since the level design experiment worked fine

    so far. I tried to construct little pathways that had specific stories in them,

    experimenting with a choose your own adventure style dynamic narrative system,

    where the objects and the order in which you get them build a different textual story at

    the end of the game for each player. A more structured version of the experiential

    narrative that we had been chasing so far. Colleen (Macklin) advised us against

    spending too much time on this, as it was an additional element that we had not tested

    at all so far, and work instead on finishing the things that we had tested and worked.

    At the same time we got 2 very valuable pieces of advice that really went a long

    way in helping our game come together. Colleen told us that the 2D text was very

    jarring and broke the player's engagement to the game-world. This was the first time

    we had heard this, considered the 2D text to act like a Graphical User Interface (or a

    GUI), a fairly common in-game asset. However, she felt like the cinematic quality of

    our game (no buttons, no other 2D element, no counters or health-bars) allowed

    players to get lost in the experience and forget that they are in a game space

    (something we had been chasing desperately so far) and the text breaks you out of it.

    Almost like breaking the 4th wall in a film, but creating a jarring dissonance in the

    35Fun anecdote: So one of our highschool students was giving Robert feedback and said that itwas definitely a female character (something we never overtly specify, although some of the texthints to it), on asking why he though so, he was told, Ofcourse it is a girl, the world is all

    messed up and weird.. Which we all thought was very interesting, although not the messagewe were going for!

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    process. The second piece of feedback was that the game play was plateauing again.

    There was nothing changing or moving in the space and it created a lull in the game

    after a few minutes of play. She suggested using the text in a more interesting way to

    create a variation in the world. Could we make it a more organic part of the game

    world? Could it grow out of the ground? Could it appear in a mirror? Could the

    delivery of the text belong in the world in someway? This was valuable for 2 reasons.

    First being that we had no idea that the text felt jarring, second being that if we could

    work with the narrative objects and make them interactive, we might be able to

    mitigate our static-ness issues.

    This got us thinking about narrative some more. Was the 2D text as valuable as

    we thought it was? So far, it was the only thing that changed, and that was good, so did

    we need more things changing? Was it wise to spend precious time on animation,

    which was not a skill set within the group, or should we try and adapt the text to react

    more? We experimented some more, changing tracks from the old narrative

    experiment, but bringing some of our ideas from that in here. We played around with

    bringing back trinkets, our original souvenirs, and having text appear uniquely for

    each of them. Then we tried to make a mesh of souvenirs, where some souvenirs acted

    like portals that would take you to a different part of the dreamscape, mitigating the

    "lot of walking" and "monotonous experience" concerns. We started with adding

    souvenirs to all the spaces, adding small text fragments to hold them up. We also

    started exploring 3D text objects at this time. 3D text objects act as text that exists in

    the 3D environment of the game, and by hacking these objects, we made our own that

    would hover around their location, tilting and turning to face the player as they

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    approached them. This was a big success. Now the player had an even more surreal

    world, where words would appear and disappear around them. Hints and hidden story

    lines were scattered all over the world.

    However, these trinkets were small and got lost in the vastness of the world.

    People often did not expect them, and missed them constantly. When they found them

    they were very pleased, but till then, it was the same issues again. To mitigate this, we

    added these giant beams of light coming out of the souvenirs, penetrating through all

    the walls and structures in their way. These beacons fixed a lot of things. They added

    yet another massive visual asset to the world, with spears of light going though walls

    looking really cool. Robert then added strobing orbs of light around each souvenir.

    These were pulsating lights that throbbed in a distance, breaking the static-ness of the

    empty world. He also added clouds that passed overhead, that went a long way in

    making the world look more organic and realistic.

    This worked very well, and we began developing a narrative treatment for our

    levels. At the same time, we were also trying to make the move mechanic more

    accessible to people. There was still a problem with players not understanding what

    way they would fall if they shifted gravity in a complex situation. We played around

    with adding streams of light in different colors coming out from the target to the

    player, letting them know what direction they will fall, and what direction they are in

    right now. We added a giant cone of light to show the player what wall they were

    aiming at. Eventually we had cluttered the player-view a lot, and didn't mitigate the

    orientation problem much in the process. Going back to one of the narrative

    experiments we had started sometime back, the idea of a mesh of souvenirs that acted

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    as portals, we had evolved that so instead of appearing in a new location, picking

    certain souvenirs blasted you from your location to a new one. The logic was that by

    embracing the experience of falling we would mitigate the static play problem and give

    the player more of the sudden falling feeling that they said they enjoyed. However, at

    this time, Robert re-worked this fledgling idea, and instead incorporated the blast-off

    code to the move mechanic. Allowing players to now fall to exactly the spot they

    shifted gravity too, instead of in that general direction. This sounds like a small change

    but it cleared up all kinds of weird gameplay problems we were experiencing. We got

    rid of all our guide lights, cones etc, reverting to our old minimal hovering circle.

    This made the game a lot more intuitive, taking away the middle-step of understanding

    the gravity logic, which is a physics puzzle of its own. In the end, we managed to even

    have time for an art-pass of the game, bringing everyones levels to a more standardized

    aesthetic space.

    Gallery opening and the post-show response

    We were lucky and managed to get a great spot for our big thesis show, by

    projecting our game on a giant wall in an art gallery. This was a great move, since it

    played on the visual strength of the game and its cinematic gameplay, where 1 person

    played the game, but almost everyone else watched and enjoyed it. This was both a

    blessing and a curse the first day; people attending the gallery, primarily art

    aficionados, friends and parents are not gamers, and get intimidated by both a game-

    controller and having your skills displayed on a 10 foot projection for everyone to see.

    Although people kept complimenting us on how great it looked, very few people

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    actually played the game. At the same time, our school-provided computer crashed

    and refused the play the game anymore. After using Robert's laptop connected to the

    projector for one night, we had to find an alternative. Colleen came to our rescue yet

    again, leasing us an extra computer from her office to use instead. This was an iMac,

    and had a large screen that we couldn't really hide elegantly. So instead we put the

    screen on the table, attached a mouse along with the controller, and left it up to the

    audience to decide what they preferred playing with.

    This changed the entire play dynamic at the show. Having a small screen right

    there, and the mouse helped casual attendees to play around a little bit, get confident

    and then play through the rest. The more seasoned gamers picked the controller up

    and played. The game looked great on the projector, but it looked phenomenal on an

    HD screen. So for opening night, there was a line at the Souvenir table. People were

    really happy with the experience, although it had a ton of bugs and glitches in it.

    Our friend Anna Anthropy, a highly respected indie game designer endorsed

    Souvenir, as did Colleens friend Richard Lemarchand, who player the game briefly at

    the gallery and loved it. He went back, played some more (there was a line at the

    show!) and tweeted about the game36. Richard is a huge figure in professional game

    circles and his endorsement went a long way for us. The very next day,

    indeGames.com did a shining review for us37, and finally RockPaperShotgun.com, a

    36Tweet: While I was there, I checked out the amazing game by @bennorskov @radiatoryang andMohini Dutta: 'Souvenir' http://souvenirgame.com/ Congrats!

    37Excerpt:Souvenir is the thesis project of Parsons' MFA candidates Robert Yang, Mohini Dutta, andBen Norskov. The team posted more hypnotic art if you need convincing before diving into the freeWindows or Mac builds. Be warned: there is no ending implemented, yet. However, life's about the

    journey, or something, and this one is quite heady.

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    cornerstone publication in the games world did a review that really got people

    interested38. Right after this, a bunch of smaller blogs picked it up and the viewership

    to our page went from 0 to 6000 in 2 days! People are currently emailing us from all

    over the world with feedback and compliments, which I have to admit is a very

    gratifying feeling! We are sending the game to a few competitions and hope this buzz

    will help us get into some.

    Conclusion

    The current positive reactions to the game are very encouraging and make me

    feel like this is a project that might mean something someday. The current indie game

    favourite, Journey began as a college project, and it has had major ramifications on the

    game world. My personal hope is that games like this will get some traction, and we

    can keep building Souvenir, till it is bug-free and glitchless. I have learnt so much

    through this process, working with as talented a team as I have, and hope I can

    leverage this professionally some day. My main interest is still storytelling, and it is

    great to see people interested in an experiment like Souvenir.

    My own assumptions of storytelling have evolved drastically, and I feel like the

    biggest takeaway from this project is never assume and just make. By over-thinking for

    the first part of this process I was holding my self back. Souvenir 3.0 pushed me to

    think while making, embracing the iterative design process that is so fascinating and

    scary at the same time. The best ideas come from experimenting, and over thinking

    doesnt mix with spontaneous experiments. Talk less, make more is a mantra I want to

    endorse by doing, and hope it will fare me well.

    38Exerpt: The glitchiness of the main mechanic was a little frustrating, but only because I wastantalised by this work in progress.

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    Acknowledgments

    I would like to thank Colleen Macklin for being an incredible teacher, and

    friend, who has encouraged and helped me find my way around the maze of Parsons

    from my very first semester. I owe you so much Colleen.

    Next I would like to thank Barbara Morris, my phenomenal writing teacher.

    Barbara, we have spent 2 great semesters together during which you have only been

    supportive and constructive of my work. You have had incredible grace and patience

    with my late submissions, and thank you for that. If I ever write one day, it will be all

    thanks to you.

    I would also like to thank Nicholas Fortugno, my thesis professor of the

    awkward first semester when everything seemed difficult, and nothing made sense.

    Thank you Nick, for being supportive of Souvenir, and encouraging us to push aside

    the mundane and explore the esoteric in storytelling and games. All I know of dynamic

    narrative comes from your incredible Narrative and Dynamic systems, and anything I

    know of games or level design comes for your LARPs, workshops and classes.

    I have to give thanks to my thesis class for being incredible, humble, and kind

    people, who made these 2 semesters as painless as possible and far too fun.

    And of course, nothing would have happened if it wasnt for my incredible

    team- Ben Norskov, Robert Yang you have taught me so much. Also, thank you Shin

    Huang (Stone) for being part of our concept art and animation, we would not have our

    beloved and beguiled crow without you. Also, Arehandoro Ghersi for being such a

    talented, patient and reliable sound designer. You always got exactly what we wanted

    and delivered in record time.

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