Inspiration and Initial Idea
The inspiration for my game stemmed from Alison Wertheimer's notes in 2001 stating that there were 100-150 suicides annually on the underground, and that in 2011 figures for the decade were released by TFL suggesting that the rate had gone up to 80 per year (compared to 46 within the year 2000). The worst affected station was King's Cross.
With this in mind I created an Idea for a game in which the aim was to work out why a character has committed suicide. The game would involve exploring two replicas of the subjects room that are 24 hours apart with an integration room in the center (dividing the two bedrooms). The players would be able to watch live action performances from the interrogation room before investigating the rooms themselves physically.
Further Development of Idea
- The Interrogation Room:
I decided to simplify the lay out of the game in order to focus in on the object of the game. Therefore there is now only one bedroom which is placed in the center of the interrogation room. The interrogation room is completely bare excluding a table, 3 chairs and a computer. The entire room (including the furniture) will be white , however the room would be very dimly lit. This will create a very clinical yet haunting atmosphere in order to set the tone of the game. The players will be limited to only 3 people who will be provided with a note pad and pen. Only one player will be able to enter the bedroom at a time for a limited period of time.
- The Bedroom:
The bedroom will no longer illustrate the state of the room after 24 hours. It will now show the room in its present day appearance. By simplifying the idea it focuses the players mind therefore making the overall effect more chilling. I want the outside of the bedroom to contrast entirely with its interior in order to create a sense of discord and discomfort with the player as they move from a dark clinical room to a bright, colourful and natural bedroom setting. Therefore the exterior would be plain white and built with wooden panels. This will give the illusion that they are entering a doll house- which will once again add to a sense of discord to the natural set. The interior of the room should be bright and full of life by being filled with the subjects favourite posters, music, clothes etc. Again this should create a sinister atmosphere to the players as they investigate the potential death of the subject in a room that is full of life.
The players will be able to investigate the characters room fully which includes the subjects letters, messages, diary etc.
- Game's Title:
I decided to name the game "The mysterious disappearance of Jane Doe" to play on the name given to unidentified bodies when they're found. This in itself would automatically add tension in the game.
- Title: The Mysterious disappearance of Jane Doe
- Game Synopsis: Jane Doe has gone missing with out any explanation as to why and where. All we know is that in less than 2 hours she'll be gone forever unless someone finds out where, when and why she's gone.
- Game Rules:
- 3 players
- Each player has a note pad and pen
- only one player can enter the bedroom at a time.
- When in the room the player has 25 minutes to search through and take notes in the room. N.B. The player must return everything to its original place.
- After leaving the room the player must work as a team to gather information as to where Jane Doe has gone and why. The player may use the internet to look up information. Once all 3 players have explored the room they have 15 minutes to come up with a conclusion.
Building The Set
The clearest way for me to present my ideas was by building the set of the bedroom. The most challenging aspect to bringing my idea to life was building it to scale. However, the work shop we had on creating scale brick walls really helped me in getting a grasp on working with scale. Also it made me aware of the importance in paying attention to detail in order to bring a set to life. Moreover the workshop on creating mechanics inadvertently aided me in the designing of my set as it taught me effective ways in strengthening card which I used when creating the walls of my design.
Final Presentation of Piece Reflection
I think there were many positive attributes in terms of the way I communicated the concept of my game. Firstly my model of the bedroom was detailed and to scale giving the viewers a clear insight as to how the room should look as well as the characteristics of Jane Doe. Secondly I think giving a selection of objects that wold appear in the room such as letters, notes, photos, train tickets etc. emphasized to the viewer the extent of the interaction with in the game with the player and how engaging the curiosity of the mystery is. Lastly the instructions of the game were clearly laid out and explained in order for the viewer to fully comprehend how the game would work.
Area's in which I could definitely improve was the overall presentation mainly with in the model design. There we a couple of elements in the model that were not cut smoothly and straight which undermined to overall professionalism of the design. Also I could have pushed my over all presentation further by presenting the instructions to the game like an actual instruction game manual rather than be scribbled down on a piece of paper.
- " Really like the materials. Would be cool to see scale figures to get perspective."
- Interesting game and really well displayed could be a theatre scenario."
- "Very intriguing. Would love to solve this in real life."
- "This is so cool; Reminds me of a murder mystery game, love all the paraphernalia of a normal person with no explanation as to why she disappears."
- "Great concept- reminded me of the app/ game "The Room". Relatable setting and emotions. Could maybe try to base on a true story of a suicide or is that too dark?"
- "The concept is great like a murder mystery. I would love to experience it."