Samwise Speaks

By Emily Brady and William Masferrer

As a team of aspiring writers, we knew that we wanted our game to envelope the creativity that every player has. The inspiration for our game came from a mix of the “EmilyBlaster ” game described in Tomorrow and Tomorrow and Tomorrow and the poetic dialogue of Samwise Gamgee throughout The Lord of the Rings books. Early on, the idea of the game was one where words spoken by Sam in the novels would fall down in front of a backdrop of the several scenes, such as Hobbiton, and the player must click the verbiage and connect Sam’s poems correctly. After talking to Dr. Clayton, we realized that this did not encompass what we wanted our game to accomplish. We discussed the idea of assorting the words so that instead of following the exact formation of the poems, hymns, and songs in the books, the player could create their own formation of words to get a new poem at the end of the level.

Without an idea in our minds, the next phase was picking the gaming software best suited to translate our visions. We started off extremely optimistic to say the least. First, we installed Unity without realizing we would also have to be proficient in Blender. After a single unsuccessful trial run, we tried Stencyl. With its user-friendly UI and tutorials, and several videos readily available to help us along our path of creation, we thought it would be the perfect software for us. 

Levels

One of the most important aspects of any game is the levels and terrain the game will be set in. We wanted our player to travel to multiple different areas, particularly from The Fellowship of the Ring, as that was a book we had analyzed in class. Moreover, we wanted these levels to reflect the stages of Samwise’s journey throughout the first book to show both progression in the journey as well as the player. So, we used the internet to search for royalty-free backgrounds of different areas of The Lord of the Rings to use as our backdrops. In our search, we found three in particular.

One was for Hobbiton, which would be perfect as the start of our game; Samwise, a hobbit of humble and bright beginnings, before stretching his destiny beyond his borders to the grander world.

Next, we chose the Prancing Pony. This was another place that marked the beginning of Sam’s danger. It is here where the Hobbits begin to feel the importance, the danger, and the possible death that they will face in their quest. We labeled this level as a call-to-action, with some elements of suspense for their future. For our final level, we wanted something that provoked a powerful sense of danger. Looking back into The Fellowship of the Ring, both novel and movie, we believed that the tunnels of Moria had that ambience perfectly. This level expresses the massive perils Sam and the Fellowship will have to face, with darkness, orcs, and the towering and fiery Balrog. As our third and final level, it will allow the player to create a poem that could match the setting, filled with death, destruction, and harrowing escape.

Sprites

After getting Stencyl,, we quickly realized we needed a way to create and edit characters or sprites in the game. We were able to find a Sprite editing tool called Sprite Pencil/Sprite Catalog that allows you to take royalty free premade sprites or edit your own. We obviously knew we wanted to incorporate Samwise, but we didn’t want just one character who stays the same with every level. After all, that is not how Samwise is in the books; he goes through development, gains courage, and even kills. We wanted Samwise sprite to undergo the same journey. We perused the internet, but did not find consistent characters for our 32-bit style game. Instead, we chose to take the more difficult path and created our own sprites. 

For Samwise, we started him off in casual clothing and smoking a pipe for Hobbiton, his home. He looks relaxed, smiling, and surrounded by his lovely home filled with green, flowers, and bright skies. Next in the Prancing Pony, he has a more grim look on his face to express his worry. Since this is where the action particularly starts to kick off, the Fellowship’s danger becomes more real, we wanted Samwise to embody the call-to-action of his future journey. He wears a red cape to show that, though he might not feel ready for the action, he has no choice but to brandish the courage to look the part. Lastly, Samwise faces the eerie ambiance of the tunnels of Moria. At the final level of the game, and recognizing the perils of the environment, Samwise now has a sword to face the dangers ahead.

After we created the three different versions of Samwise, we went on to the other designs that we wanted to incorporate into our game. We found a 32-bit Balrog for the last level, but it did not look quite as menacing as it did in the movie. So, we used Sprite Pencil/Sprite Catalog to edit the Balrog into being the fiery demon that he is, and placed him to face Samwise in the dark tunnels of Moria. Lastly, we created the spirit that would be our player. Our player is “The One Ring”, and when planning the game, we decided that the player would shoot the words appearing on the screen with blasts from the ring to create their unique poem. 

Words Words Words

An important aspect of our game creations was choosing what words to incorporate for the player to make their poems. At first, we debated if we should have a word bank of words that we chose and made up completely on our own. After some thought, we decided that it would take away from the game’s roots in The Lord of the Rings, especially Samwise’s characters as a wordsmith throughout the journey. Instead, we used resources on the internet, including the Lord of the Rings Reddit page and the trilogy’s Wiki page. From these sources, we found some poems that the grander, loving community of this fantasy world found enjoyable, and took words from those poems to incorporate into our game. Some of these fan favorites include “Riddle of Strider”, “The Stone Troll”, and the “Galadriel’s Song of Eldamar.” This game would allow the player to take words and phrases from these masterful poems and make something completely new for themselves, working their creative minds in the process. The words we chose are in the picture below:

Struggles and Successes

The coding process of making the mechanics for our game was by far the most difficult, which was to be expected. It was harder than we imagined to incorporate the sprites and backdrops into the game, as they were always too small. However, with some time on Stencyl, we were able to overcome this challenge. Another challenge was the mechanics of the words. At First, we wanted the words to fall from the top of the screen. However, this would require making all of our words in our word bank to be a sprite, and we did not have the expertise or coding experience to do that. Instead, we decided to make the words appear in various places on the backdrop, and the player could click the ones they wanted to incorporate in their poem. This was much easier for us and still proved effective for the goal of our game. Another aspect of the coding was the transitions between backdrops. As other groups had discussed in their games, getting the player to move between levels and settings once they had been completed was not automatic. It took us some time incorporating a system for which the player transitioned to the next level. We chose to make a timing system, where the player has a few minutes to create their poem, or if they wanted to just make a shorter poem like a haiku, they could wait until the timer was up to move onto the next level.

Our biggest challenge by far was the process of moving our character, “The One Ring” from left to right on the screen. In our process, the ring would only move on one level, or refuse to move at all, even when incorporating the proper coding. After some time, we realized that Sam the sprite was blocking our coding with his own, and after severing their codes so that the ring would show priority, the player was able to move the ring, and Sam still had his code operate properly. With these struggles out of the way, we found success and enjoyment of our game. We are very happy with our game mechanics, our 3 complete levels that we set out to make, and even a small yet crucial victory: a fully functioning start button!

What We Learned

Truly, if this game-making process has taught us anything, it is just how hard it is to make a game. The level of coding, the talent in design, the patience, and creativity to solve problems as they come, all of it comes into the game you both love to make and hate to struggle with. As gamers, we often take for granted the time it takes to make a good, quality game. We hound the developers, get mad when they push release dates, and some people even threaten them. This journey has made us reflect on the gaming community on both sides. We had absolutely zero experience in coding and game design when we started, and in just a few weeks, we were able to make characters, settings, motion, and fun. We are truly proud of ourselves with what we created, even in the pitfalls and improvements it needs. We put blood, sweat, and literal tears in this game (yes there were times where we cried, but this game is like our baby.) Through all the hardships, all the messed-up coding and the faulty transitions, we continued to work to make something beautiful. We are grateful for this experience, and are glad that we could collaborate creatively to make something beautiful. 

VIDEO:

https://drive.google.com/file/d/1CGlsxAgm92YjxhALr8vdwvCEIsD3T6go/view?usp=sharing

Childe Roland to the Dark Tower Came: The Game

Introduction

Journey on a quest to discover the dark tower, and unravel the mysteries surrounding your expedition to this fabled landmark. What really happened to your dear friend Cuthbert? What strange world are you in? Will you make it to the Dark Tower? Find out in Childe Roland to the Dark Tower Came: The Game!

Why Remediate Childe Roland to the Dark Tower Came?

Childe Roland to the Dark Tower Came lends itself to exploration, simply due to its nature as a poem and the qualities that come with it; chief among them is interpretation. There are dozens of ways to see how a story is told and understand its meaning, especially when considering a medium such as poetry. Our main goal was to remediate this poem that resonated so much with us, in a way that would be able to visualize and nail down OUR interpretation of the story presented.

With this goal in mind, we were left with a lot of creative freedom in how to adapt this story. We began thinking, open interpretation lends itself to creative mediums quite often, especially in the sense of world building and exploration. Due to this, our group decided that the best medium to showcase Childe Roland to the Dark Tower Came as a playable video game would be Minecraft.

Why Minecraft? Simply put, Minecraft offers unlimited amounts of creative expression to help build our interpretation of Roland’s journey. For being put out over a decade ago, Minecraft has received numerous updates expanding the game’s catalog of blocks to build with and infinitely increasing the creative possibilities both in building AND in storytelling that are available to the player. In addition, the game is by far one of the most easily accessible platforms to create with, as most of us grew up playing Minecraft or watching videos of people playing Minecraft.

Development Process

After deciding on our platform for remediation, the first piece of the puzzle was to figure out how all three of us were to work collectively on one world in the game. Playing with other players isn’t quite so easy in Minecraft, as one can’t locally host a server to play with other players. The easiest solution came in the form of Minecraft Realms, a subscription-based service for hosting multiplayer worlds for you and your friends. We signed up for the free trial and began our work.

Next, we had to decide where would be the best place to build both the path that Roland journey’s on to the Dark Tower, as well as the Dark Tower itself. After some debate, we decided it would be best to build the path to the Dark Tower inside of the Nether, which is the game’s version of Hell. We hoped that this decision would help to properly showcase Roland’s unstable psyche through his journey and account for many of the hallucinations he has along his journey. Hence, the overgrown and warped forest biome we decided to build in, showing a warped view of a forest landscape that you would see in the real world, as well as adding lava waterfalls and rivers to additionally showcase a warped view of reality from inside of Roland’s mind. 

Along the path to the Dark Tower, we decided to add obstacles to cause frustration and challenge to the player, encapsulating the wavering sanity of Roland. These obstacles included mobs such as Spiders and Zombie Pigmen, as well as physical obstacles such as lava, cobwebs, and gargantuan towers to climb. This helps to foreshadow the Dark Tower Roland has his eye on as the ends to the means of journeying along this horrid path.

Further, we had to make a decision on the structure of the Dark Tower and how we decided to interpret it. Spencer is a fan of the Stephen King series that is based off of the poem. Armed with this knowledge, Spencer set off to conquer the task of the creation of the Dark Tower, taking inspiration from Stephen King’s interpretation: roses, golden road, and all. The end, like the end of the poem, we decided, would be ambiguous on its true nature. The end of the game allows you to find the portal to travel back to the beginning of the journey, but it does not allow you in the Dark Tower, symbolizing a perpetual journey of life and life of journey, also hinting at our interpretation of Roland’s fate (to forever live in this poem in perpetua, rather than reach his final destination successfully).

The actual building of the structures happened rather quickly, our Dark Tower was completed in about two days worth of work, and all the structures in the Nether were completed in just over three days worth of work. We successfully created a walking journey (or really, a “walking simulator”) of Roland’s journey to the Dark Tower.

Challenges (Failures and Successes)

In the realm of challenges, the biggest one was being able to adapt to Minecraft’s unique world layouts and ESPECIALLY its blocky terrain. With everything being made out of blocks, it was somewhat difficult to build certain shapes and structures (ex: curves in staircases or proper pathways) while building. The terrain of every world in the game is randomly generated, so instead of us being able to start from scratch and build from the ground up, we were forced to instead take extra time to landscape the existing terrain, and really roll with the punches based on what we were given.

Another challenge of adapting this archaic, Old English poem into the modern, user-friendly medium of Minecraft is balancing the scale between high-brow and low-brow storytelling. The low-brow storytelling was simply using the medium of Minecraft to tell a psychologically harrowing, complex, and (incredibly) ambiguous story. With the culture of “Minecraft parodies” of popular songs and “Minecraft Youtubers” being marketed towards children ages 13 and younger, the medium of Minecraft is inherently low-brow. To adapt a Browning poem, especially staying true to the source material, was a certainly ambitious task. What we were able to do was to use the signs in Minecraft to mark landmarks in the journey, labeled by stanzas/lines from the poem. Quotes from the poem were mainly chosen on the basis of what the Minecraft landscape could actualize and remediate. For example, the “hoary cripple” at the beginning of poem (line 2) can easily be represented as a Villager, the base NPC for Minecraft’s world. However, there was no object in Minecraft that could actualize the internal monologue and tortured psyche of our protagonist Roland, so quotes like “Thus, I had so long suff’rd in this quest” (line 37) were simply scattered on the path, letting the view of the “hellscape” the player is surrounded by connotate how Roland feels in this part in the journey. To emphasize the tragedy/stakes of the journey, the graves of Cuthbert, Giles, and Frank are scattered throughout the road to the Dark Tower, illustrating other characters/players who have made this same journey, unsuccessfully, motivating both Roland and the Player to keep moving forward.

In terms of successes, we have a lot to celebrate. We successfully were able to learn quite a bit about world design and biome generation of Minecraft to be able to pick suitable locations to build our journey to the Dark Tower. In the general vibe of the build, there is a sense of uneasiness that exists inside (especially in the Nether section) that permeates, which is exactly what we were trying to go for to showcase Roland’s unstable psyche at the time. In addition, in the construction of the Dark Tower, we were able to utilize some building techniques to make building the massive structure much easier. Namely, we were able to construct the massive tower by using lava and water to create massive cobblestone pillars, rather than building them by hand. This takes off possibly hours of work building the structure from the ground up, as well as factoring in the landscaping we already had to do to put the tower in a good location.

Conclusions (What we learned)

To conclude, we learned a lot in the creation of this project. Especially in the realm of world generation and learning how Minecraft works internally to be able to manipulate the game’s world generation to better our own situation while building and constructing our project. In addition, our appreciation for professional builders in the game has grown tremendously, as we created a project of a relatively small size in comparison to some who have recreated all of Rivendell or built gigantic castles within the game. Overall, (and most importantly) we were able to reconnect with our childhoods to create this project, as this is a game many of us grew up on, and for many, began their love of gaming. We were thankful for this opportunity to create and use our imagination to remediate one of our favorite works we got to read during the semester.

Trailer: https://youtu.be/N9o5IFE6X1s

-Ethan, Spencer, and Howard

MarxBlaster

The Cover of Tomorrow And Tomorrow And Tomorrow by Gabrielle Zevin

Introduction 

For our game design project, we were particularly inspired by Gabrielle Zevin’s novel Tomorrow and Tomorrow and Tomorrow, a book about game-making, friendships, and lives lived together & in conflict. We were particularly inspired by the passion, creativity, and care that Sadie and Mazer put into each game they created over the course of the novel, even as they struggled with their relationships with one another. In creating our game, we wanted to remediate the novel by pulling together aspects of two different games that Sam & Sadie made: EmilyBlaster and The Master of Revels, in order to touch on the importance of the name of the book & explore more deeply the scenes within it. This led us to create our game, MarxBlaster.

What Our Game Is 

MarxBlaster is a remediation of two games, EmilyBlaster and Master of Revels, from Zevin’s novel. EmilyBlaster is a first-person shooter game, one of Sadie’s early games described in the book, where the player shoots down phrases from Emily Dickinson’s famous poems in order to assemble the finished works. In Master of Revels, the game is set in Shakespearean London, where the gamer has to discover who killed the playwright Christopher Marlowe. Our game remediates, in part, a section of the game Sadie created an actor styled after her deceased partner Marx, who gives the “Tomorrow & Tomorrow & Tomorrow” speech from Shakespeare’s Macbeth, the same speech that the novel is titled after. We combined the two games by borrowing the scene and the speech from the Master of Revels scene while placing additional emphasis on phrases like Sadie did in EmilyBlaster. In our game, the player is tasked with navigating the Globe Theater in order to find her friend Marx, who is preparing to deliver the “tomorrow and tomorrow and tomorrow” speech. Over the course of several levels, you must collect speech bubbles containing the lines from Marx’s speech while moving through various rooms of the theater, including the light room, a makeup room, on the side of the stage, and at the end, meeting Marx on the main stage. The speech bubbles constantly change speed to increase difficulty as the game progresses. Upon collecting all the speech bubbles, the player completes the game by reaching Marx, who then performs his speech before the audience (and the player). 

At the end of the game, a voice (voiced by our group member, Sarah Beth) reads the speech aloud. The screen switches to the lines of the speech displayed and read together for the first time in front of an image of Under the Wave off Kanagawa, also known as The Great Wave, by Katsushika Hokusai – the same image referenced on the cover of the book alluding to the iconography in Ichigo – Sadie & Sam’s first game. 

The end scene from MarxBlaster where the speech is read aloud and shown as a whole work

Game Design & Our Process  

In designing this game, we tried to balance what scenes we thought would be interesting to remediate with our group’s game-making inexperience. Originally, we were deciding between our final project idea, inspired by our love of Marx, or trying to recreate one of Sam’s mazes in LA, with several dead-ends referencing core plot points of the novel. In learning more about game-making, we decided a platformer game would be within our skill level while still having the capacity to remediate the work how we wanted to. In placing Marx’s character directly in our game, we remediated the novel by both featuring games & scenes in the work, but we also remediated Sadie’s love letter to Marx by placing him in our game, just as she placed him in hers. 

Once we decided on MarxBlaster, we tackled the design of the obstacles to reaching Marx. This is where we took inspiration from the mechanics of Sadie’s game EmilyBlaster. We used the concept of shooting phrases to create the obstacles to getting individual lines of the “tomorrow and tomorrow and tomorrow” speech but implemented it within the platformer rather than as a shooter game. We decided to use the platform Scratch, as none of us had any coding experience. Because our concept was more complex, we tried to balance it with the simpler system in order to add in all the details we wanted to, such as moving from scene to scene through the Globe Theater and with our moving text boxes.  

One of the scenes from the game, which is also an interior shot of the Globe Theater

Visually, we decided to use photos from the inside of the Globe Theater in order to give the player the feeling of walking through the game. We made text boxes that simulated text we associate with classic video games and tried to reference the font used on the cover of the novel in the process, especially considering the phrases the game’s main character collects to reference the speech. 

Our character design was based in part on convenience and in part on the type of remediation & game we wanted to create. There are only two characters in the game: Marx & the main character. Marx’s character was chosen mainly because the sprite was dressed appropriately for an actor in Macbeth. The main character was chosen for some of the same reasons: she was an existing sprite that had good costumes available, especially to animate her while she walked. However, part of our motivation was also because, as we’ve talked about in class, there is a lack of diverse representation in video games, and we wanted to challenge some of those notions in our protagonist selections, especially because race & representation are hugely important themes in Zevin’s novel.  

A screenshot of our game where the character jumps to hit a moving textbox

Our entire group collaborated on the design of the game. Mariah did the majority of the coding, especially around creating the stages, coding each sprite’s movement, creating the beginning & end sequences, and figuring out how the text boxes would move. Brynn did most of the graphic design work, especially in the end scene & with the text boxes, and coded the movement between scenes, the point value system, & switched the text between levels. Sarah Beth helped with finding the scene pictures and created our trailer. 

Successes & Challenges 

In terms of concept, our game was very successful. Our finished product does what we set out to do: we have multiple levels the protagonist goes through, the text bubbles move with varying speeds and difficulty, the introduction & end of the game align in terms of our messaging of the game, and we were able to create text bubbles that disappear when touched and add points at the top left of the screen. Our game was also successful in that we learned a lot about game-making and just how much goes into it – although Scratch is certainly a simpler tool, we were able to use it to learn more about game mechanics and foundational lessons around game-making. Marxblaster is certainly not without bugs, and because of time and experience constraints, it is not as difficult or complex as we may have wanted it to be, it is cohesive in terms of the story we wanted to tell through game-making and the way in which we wanted to remediate core aspects of the novel. 

Along the way we did have a lot of difficulties. Learning to code with zero experience between the three of us led to a huge learning curve. We had a lot of difficulty even getting our game to save our progress in Scratch because too many of us were signed in, leading Mariah to have to recreate more complex sequences of code multiple times. Although the simplicity of Scratch was why we chose the program, at times, it also was too simple for us, and we had to come up with workarounds to the software in order to get our game to do what we wanted it to do. Additionally, we had a lot of issues with our text boxes and changes between our six total scenes. We had to come up with a bit of a convoluted workaround that led to some of the boxes running across the screen upside down, and difficulty in keeping them on screen in order for players to be able to collect points. For a while, we struggled to get the player to progress through the game and had to switch around our mechanics; first, when the player touched every text box they would switch screens, and then we moved to a model where when Avery touches an x-value on the right end of the screen, the backdrop switches and a new level begins.  

What We Learned

We learned a lot about how difficult game making is, but also how unique a tool it is for remediation & storytelling. As we discussed in class, game type has a lot of impact on the feeling someone has playing a game; in LOTRO, the ability of players to never have to beat Sauron while enjoying the world of Middle Earth creates a far different atmosphere from that of the book & movie, which draw on the imagery of fated heroes on impossible journeys. In our game, we tried to use the platform game type and the remediation of text as a backdrop to MarxBlaster, creating a game that anyone could play but that a reader of Tomorrow & Tomorrow & Tomorrow would get a lot more out of. Games allow for multiple levels of remediation: we were able to combine aspects of two different games described in the novel, several major plot points in it, and Shakespeare’s Macbeth into one project. Although it’s far from polished or complex, we hope the nuance within our concept and the variety of scenes you experience offers an interesting game to play! 

Trailer

Thanks everyone!

Mariah, Brynn, & Sarah Beth

Percy Jackson and the Olympians: Choose Your own Adventure Game (Group 2)

Video Game Trailer

Percy Jackson: The Novels and Films

While both Millennials and Gen Z grew up reading book series like Narnia, Harry Potter, and The Hunger Games, our generation had something that most Millennials did not: Percy Jackson and the Olympians. In 2005, Rick Riordan published the first book in the series, The Lightning Thief. The story follows a twelve year-old boy, Percy, who finds out that his father is Poseidon, the Greek god of the sea. After journeying to the safety of Camp Half-Blood—a camp for children of the Greek gods and goddesses—Percy sets off on a journey to find Zeus’ stolen lightning bolt with the help of Grover, a satyr tasked with watching over Percy, and Annabeth, a daughter of Athena.

In 2010, Director Chris Columbus brought Percy Jackson and the Olympians: The Lightning Thief to life on the big screen for children and young adults everywhere. The film was followed up by an adaptation of the second novel in the series, Sea of Monsters, three years later.

For our video game design, we decided to remediate the Percy Jackson universe. In our game, we took inspiration from the film’s visual aspects of the characters and settings and utilized them in both our in-game text and art. However, we used the novels as our main point of reference for plot and design. You can see this in the numerous details, events, and enemies players encounter in our game that are not present in the film adaptations of the books.

Game Description

The Godly Parents

Our game follows the decision of four characters differentiated by your choice of godly parent: Hermes, Tyche, Ares, and Aphrodite. The goal of the game is to get your character safely across the borders of Camp Half-Blood. We chose to remediate this particular storyline referring to one of the most iconic scenes in the books, as Percy makes his frantic journey to Camp Half-Blood in order to escape the monsters pursuing him due to his godly parentage. In-game, your character will face many challenges including monsters, high-speed car chases, and dynamic dialogue options alongside the aid of one of four protectors/guardians: Percy, Annabeth Grover, or Thalia. 

The Guardians/Protectors

One of the most important things in a text-based adventure is the feeling that the choices of the player matter. That’s why, in order to differentiate across the different characters, the better decision is usually correlated to whatever decision would best align with the abilities of your Olympian parent. For example, the Child of Hermes story rewards talking your way out of problems and roguish decision making, while the Child of Ares story rewards tactical decision making, especially in combat.

In order to win, you have to make it to Camp-Half Blood. The path that takes you there, however, is completely up to you. Each character path contains multiple ways to get to the ending. If you pick the wrong path, your story ends, but it is possible to rewind back to where you made the wrong decision and pick another path. 

Our Game Design Process

Our Storyboard

For the game design process, we started by storyboarding all of our ideas and concepts down. We had initially hoped to create a game following some of the universe’s most popular characters, such as Percy, Annabeth, Clarisse, and Will. After sketching out some rough ideas and plans, we realized that we would mostly be telling stories that have already been told. A lot of games remediating novels or films tend to stay away from creating a main character that is already a main character in the already existing storyline of the universe in which they are remediating. This is because there is not always a lot of room for expansion or a sense of agency in game creation and exploration if one is trying to navigate in the confines of a story that has already been written. We ran into this issue very quickly.

So we decided to take a turn and scrap our original idea entirely. In its place, we decided to set up a game where you yourself are the main character and have the ability to choose your godly parent. Because there are four members in our group, we each picked a Greek god or goddess from which our character was born, resulting in the four storylines present in our game: Hermes, Tyche, Ares, and Aphrodite. This, we believed, would allow players to feel a new sense of freedom and excitement as they get to make their own decisions resulting in never before told stories in the Percy Jackson universe.

Throughout this project, the first thing we had to do was actually determine what we were going to create as well as what application to use for creation. Once we determined that we wanted to go with a text-based adventure game, we realized that Twine was the application for us. Twine essentially allows you to put bodies of text into screens and easily codes decisions that you can make to continue to progress your game.

The Four Story Pathways in Twine

This sounds super simple until each story has about 60 different pathways that each lead to a variety of outcomes as well as more connections between them. It was genuinely tedious work to ensure that every single pathway led to the correct subsequent body of text and decisions, but this technique was rewarding as we slowly built the game up pathway by pathway. By the end of simple game creation, we had over 200 pathways with a multitude of connections for each one, giving the player an immensely complicated and immersive experience that we feel did the Percy Jackson universe justice.
While this is just the overall tedious work, figuring out how to insert pictures was the hard part of the process. This is because we wanted to use DALL.E-2, which is an AI that can generate art based on prompts put in. This means that instead of being able to simply put a link after a line of code in Twine, we had to use the CSS code. To put how long CSS code is into perspective, this is the code for the picture you get for winning the game (in 1 point font, size font)

That is an awful lot of text, we know, and every single passage that has a picture in the game (which is most of them) has an equal amount of code within the passage. However, while this may seem wildly frustrating, once we figured out how to get everything copied in the format that we needed, we moved much more quickly.

This leads us to the final portion of game design: proofreading. This was the worst part because it consisted of us inspecting each and every single pathway to ensure that every quotation mark, comma, colon, etc. was in the correct place. This took hours, and we are almost positive that the first time someone other than us plays this game, they will likely find an error that we did not. With this being said, once we finished proofreading, the game was finally done and we were all left extremely satisfied. It is genuinely a fun game with funny quips and serious stories that we felt like people who knew the Percy Jackson universe would enjoy, and we hope that all of you will have the opportunity to play it. Seriously, download it now…

PLAY OUR GAME HERE

https://we.tl/t-wYNOUOMtE9

-Carter, Chris, Elliot, and Connor<3

Back to Books

The fog rolled across the desolate fields, consuming everything in its path. It brought with it the smell of burnt flesh, gunpowder, and sweat. The screams could be heard through the mist, familiar screams of humans in pain, dying, mixed with the screams of the aliens, their bloodcurdling hoots ricocheting off the eardrums with a sharp pang. His heartbeat quickened, and the blood began to course through his veins as he approached the cacophony of misery that was the fog. He steeled his nerves, kissed the cross hanging from his neck, and sprinted in.

Am I the only one who wants to know what happens next and what was happening in the first place? The narrative is the ultimate captivating medium to transmit a story.  Reading is universally fascinating (specifically fiction) because it essentially introduces a whole new world to the reader. The reader is introduced to the story but not spoon-fed the details, enabling the reader to engage his/her imagination. This engagement of imagination translates into a captivation with the world that the mind inevitably creates when reading. This imaginary sanctuary takes the mind on new adventures allowing him/her to truly immerse his/her self in the hybrid book/imagination world that has been created.

Videogames and movies are much less effective in engaging and holding the observer. The observer is shown what the world looks like and who the characters are. This diluted version of a book disengages the imagination and helps cultivate a mind accustomed to reduced stimulation.  This is not the way to develop creators, thinker, writers, and other members of the creative community, yet the trend in society seems to be heading towards a lower level brain function at an alarming rate.

Reading cultivates the mind and I hope that it does not die out, to be replaced by the likes of movies and videogames as substitutes. Although they have their place, there is nothing that cultivates the mind better than a good book.

By Aneel Henry

Interactive = Interesting

With absolutely no doubt in my mind, I know that I am easily the biggest gamer in this entire college, let alone this class. I have played almost every game of significance released since the Nintendo 64 era, and even plenty from before then (nearly the entire Final Fantasy series, for example). I literally have a wardrobe filled with over 325 video games at home, and those don’t include the 100+ digitally-downloaded games that I own. Ever played Shin Megami Tensei: Persona 3 FES or Hotel Dusk: Room 215? I have. Enough said.

As such, it probably isn’t a very shocking statement when I say that I greatly prefer video games to books. That’s not to say that I don’t enjoy books; reading 1984 bordered on a life-changing experience. However, I’ve always felt that video games and movies are more of an evolution of books rather than merely competing media. They (usually) combine the well-told plots and themes of literature with  audiovisual enhancements that enrich the overall experience, allowing them to transcend their text-based counterparts. Of course, central to the gameplay of most video games is the idea of combat. While this centrality of physical strife does slightly limit the subject matter of video games, it tends to provide an infinitely more engaging experience.

Case-in-point: Snow Crash. Sure, it was fun to read about Hiro’s incredible swordfighting skill, but reading about a fight and trying to mentally piece it together is just not as engaging as an actual interactive simulation of combat. In LOTRO, the outcome of any given fight is entirely dependent on my actions. Thus, it yields much more satisfaction to defeat an enemy by my own hand — knowing that had I acted differently, the fight would not have been won — than to attempt to visualize someone else fighting the battle for me. Sure, I may just be pressing a series of numbered buttons and not actually physically wielding a spear, but my button presses are still managed by a skill that I have developed. Combat in a video game is so immersive because, by presenting audiovisual feedback based on your input, the game is temporarily able to convince you that your button-pressing skill is actually real combat skill.

Think about it. After winning a fight in LOTRO, which thought is more likely to cross your mind: “Wow, I’m awesome at hitting buttons,” or “I’ve gotten really good at fighting”? When you approach an enemy, do you intend to kill him or to press a series of buttons in a timed manner which, with proper execution, will cause a certain number to be added to the value designated as “Experience Points”? Video games have mastered this art of subconsciously convincing the player that their prowess in combat is directly tied to the thoroughly unrelated skill of button-mashing. It really is the ultimate in “make-believe”. And, simply put, it works.

In Snow Crash, I cannot in any way affect the outcome of Hiro’s battles. The book does not provide me with a way to immediately act out the fights. Sure, my imagination is at work in constructing the conflict, but experiencing a semi-concrete form of the fight is definitely more involving and immersive than reading a text description of it. In this sense, I’m infinitely more absorbed in LOTRO’s battles than those found in Snow Crash, as I engage in the near-perfected illusion of actual interactive combat. Maybe it’s just me, but I’ll always prefer pretending to fight an enemy myself to imagining someone else fight the pretend battle for me.

-Billy Bunce

Technology: Friend or Foe?

Anna Dickens

So, you may be wondering why the subject of my blog today is slightly…off topic. Trust me: in a perfect world I’d be discussing the various perils and delights of LOTRO just like everyone else. But of course, the world isn’t perfect, and neither, to make a gross understatement, is technology.

As one of the hapless few Mac users in my English 115F class, I was fated to spend several hours in a dark room of Vanderbilt’s Information Technology Services building, having software installed that would outfit my Mac with all the goodies of Microsoft and thereby allow me to access LOTRO. I won’t bore you with details, but let’s just say the installation process was horribly painstaking, time-consuming, and frustrating.

And that, my friends, to make a long story short, is why I have yet to hone my gaming skills (or lack thereof) and quest through Middle Earth.

The bottom line is: sometimes, technology sucks.

Take Facebook, for example. My relationship with this website is love-hate, at best. To completely dismiss Facebook as frivolous and stupid would be hypocritical on my part; after all, I’m the girl who, every Sunday morning, dutifully posts a photo album documenting the weekend’s festivities. Although I usually scorn busybodies, I am ashamed to admit that I consider Facebook my primary informant for weekly gossip, utilizing it to see who’s-dating-who and who’s-doing-what and OMG-what-is-she-doing-in-that-picture??? I also owe it to Facebook for enabling me to handpick my current freshman-year roommate, a very agreeable arrangement that probably wouldn’t have transpired had I opted for the random roommate search. So yes, Facebook does offer an entertaining diversion, a fast and convenient way to network with friends, and a beneficial means of communication.

But then there are times when Facebook is the bane of my existence. Consider this scenario: 12:00 pm, Wednesday night. Slumped tiredly over the keyboard, Sugar-Free Red Bull by my side, I struggle to punch out the last few lines of an English paper. The computer mouse, as though possessed of its own will, keeps sneaking over to the Internet browser, drawn by the irresistible urge to log on Facebook and mindlessly click through people’s pictures. I shouldn’t, I think to myself. But at the same time…Oedipus can wait. I’ll only log on for five minutes. Five minutes turns to ten minutes, which turns to twenty…and before you know it, I’ve wasted the better part of an hour doing absolutely nothing. Let’s just say Facebook is not one for spawning productivity.

Another technology phenomenon that I regard with ambivalence is the Kindle. For voracious readers who devour a book a day, investing in one of these devices is sound and financially-incentive, to be sure. Personally, though, I’m too “old-school” to bring myself to purchase a Kindle. When it comes to reading, I am somewhat of a purist, much preferring to hold a real book in my hand rather than reading the text off of a screen. When reading Gone with the Wind, for example, I used my grandmother’s copy, leftover from when she was a young girl. I loved reading from this book because it had character—the yellowed, frayed pages that omitted a deep musky stench when you turned them; the dusty, weatherworn cover; the elegant old-fashioned print. A beautifully-crafted, antique book, in my opinion, lends itself to a much more nostalgic, emotional reading experience than an impersonal electronic device ever could.

Much of the magic of books, I think, is derived from the physical book itself, from its feel and smell and look. The same can be said of newspapers. I enjoy utilizing the internet for news updates as much as the next person, but the fact that print newspapers are increasingly becoming a dying breed is troubling to someone who values a tangible reading experience. To replace books and newspapers completely with technology would be a crime, in my opinion.

Don’t get me wrong: I am in no way condemning technology. Technology is an undeniably invaluable asset of our world; I couldn’t even begin to list the many ways in which it has enriched my life personally. As much as I hemmed and hawed about my little LOTRO mishap, I would much rather endure the occasional technology woes than forfeit my computer altogether (no more Facebook! Gasp!). But a certain point exists, I believe, at which our world can become too saturated in technology. Am I speaking of an ominous, bleak dystopia looming on the horizon, similar to the one Huxley portrayed in Brave New World? Of course not. But I do think that some elements of our existence are better left untouched by the mark of technology.