university work

Complete

Now the game and the documentation are complete, I thought I would post a final blog post.

Between last time I posted and now, I have done some final user testing on the game.

 

Below is my documentation video

 

Ex Libris Description

Within classic storytelling, archetypes exist that cross language barriers. An example of this is the three bowls of steaming porridge representing the story of Goldilocks and the Three Bears. Ex Libris is a computer game that looks at how environments can aid narrative. The game advances research into environmental storytelling aims to expand the understanding of how we as designers can hint and suggest at stories within a level design setting.
This description will take a brief overview of various aspects of Ex Libris, including background, story, aesthetics and game-play.
The origins of Ex Libris have its roots in the Tim Burton film, The Nightmare before Christmas and the computer game, American McGee’s Alice. In both of these examples there is a strong gothic atmosphere that has its base in children’s stories and fairy tales, creating its own world amongst established literary classics. In addition to a solid narrative both of these works incorporate their own distinctive aesthetic style. It was in considering these concepts and ideas, that Ex Libris was conceived.
Within this notion of a strong narrative the plot of Ex Libris’ harks back to the traditional themes. The story follows the journey of an unnamed character that finds a manor house deep within a forest. While exploring the manor the unnamed character comes to the realisation that the establishment is a retirement home for fairy tale characters. The unnamed character or player takes it upon themselves to save the imprisoned fairy tale characters from the decaying environment of the retirement institution. This is all done whilst attempting to avoid supernatural traps in the manor house.
As stated previously, the aesthetics of the game were strongly influenced by Tim Burton’s The Nightmare before Christmas and American McGee’s Alice. However other influences include The Elder Scrolls IV, Oblivion and Pan’s Labyrinth. All of these works have a strong emphasis on environment, atmosphere and history.
The visual aesthetics that Ex Libris portrays are that of gothic horror with a hint of Victorian styling. These elements are there to give Ex Libris a sense of history and mythology.
The intent of the visual components is to provide the feeling that the player is a small part of a larger mysterious world. The visuals having a solid foundation in children’s stories and fairy tales. It is important that this connection is re affirmed throughout the game to give clarity and consistency to the overriding concept, so avoiding fragmentation of ideas. One of the main ways Ex Libris achieves this is by giving the illusion that the visual athestics look like a drawing on a piece of old parchment. This was done to give the effect that the player was looking at an illustration from an old children’s fairy tale book. This was also achieved by the making the visuals detailed and relevant to the setting thereby keeping a strong level of continuity whilst maintaining a hand drawn antique look. In this context tone and atmospherics were used as key elements in Ex Libris, shaping the mood of the game to the past using sepia colouring. Lighting was also used as a key element in the game-play.
Another way the visual aesthetics imbues Ex Libris with history is by using worn furniture and dusty cobwebs. By having various pieces of clutter in the level we are provided with a semblance that the manor was once inhabited but is now abandoned.
Above all the visual aesthetics enhance the atmosphere of the game, while giving it a unique feel and identity of its own.
The game-play is a mix of knowledge and puzzles that test the players understanding of children’s stories and fairy tales. The way Ex Libris undertakes this is by a simple question and answer method. After finding a damaged story book, the player must repair it by correctly matching well known fairy tale objects to the stories. After repairing the three books the player can exit the manor and win the game. If the player gets the wrong answer the player will be tortured and sent back to the last save point. However the player is given clues to help them solve the puzzles of the books at hand. An entry level of some basic European folk, fairy tale knowledge is required to play this game. In essence the game-play combines adventure based puzzles with a dash of general knowledge and a smattering of survival horror.
In conclusion Ex Libris is a mature adventure horror game which tests the players knowledge of traditional European based fairy tales. It provides the player with a mysterious yet achievable quest in an unusual and visually intriguing setting.

 

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