Our Chosen Game
Me and my team mate Sophie have decided to reinvent The Portopia Serial Murder Case. We thought it would be a game that a number of groups weren't going to choose, because it wasn't relate table with a modern audience, because of how old it is. We really like the concept of the game and feel that and investigation, crime genre hasn't been touched up on as mush a war game like Medal of Honor, Call of Duty and Battlefield. We have been discussing the limits we can push the genre to make something that stands out from everything else, to attract a wider audience to the crime genre. To kick start our idea development we are looking at the following points:
- It is a game developed by Yuji Horir, what other games has he done?
- First person perspective/narrative
- Investigation adventure
- The visual/art style?
- Story? Change the story, murder case?
- The retro representation?
- Look at different art styles?
- Films, murder cases, what makes them interesting?
- Unique elements
- Murders committed using modern technology - the internet?
- Look at fictional and non- fictional murders
- Is the game exciting and appealing?
Me and my team mate Sophie have decided to reinvent The Portopia Serial Murder Case. We thought it would be a game that a number of groups weren't going to choose, because it wasn't relate table with a modern audience, because of how old it is. We really like the concept of the game and feel that and investigation, crime genre hasn't been touched up on as mush a war game like Medal of Honor, Call of Duty and Battlefield. We have been discussing the limits we can push the genre to make something that stands out from everything else, to attract a wider audience to the crime genre. To kick start our idea development we are looking at the following points:
- It is a game developed by Yuji Horir, what other games has he done?
- First person perspective/narrative
- Investigation adventure
- The visual/art style?
- Story? Change the story, murder case?
- The retro representation?
- Look at different art styles?
- Films, murder cases, what makes them interesting?
- Unique elements
- Murders committed using modern technology - the internet?
- Look at fictional and non- fictional murders
- Is the game exciting and appealing?
We had a look at some game play of the original game for the Super Nintendo Entertainment System (SNES) from 1985.
http://www.youtube.com/watch?v=P6UQWvjC12I
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijTwPd93yN1vYO77GYJGhUAFLPFoUOVBELtTcqC2a0jFS8cfVwYAmqs7J5p-L__yuVe3GD_hvXdOQpliYiCiBSbcyrvsVU2mEQhc54xkNj_UcKr4PYlqfAdjTWLeYstR6ls7dNDGDWYQ/s1600/DSC01599.JPG
http://my.stratos.net/~hewston95/RTM29/RTM29.html
http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers3.htm
http://uk.gamespot.com/features/6120427/p-2.html
We learnt from this video that it is a 2D text based game, it uses low resolution graphics and the colours are very bold. As well as a sum of the games style I conducted some thorough research covering its art style, gameplay and narrative.

PSMC was very sophisticated for its time. The aim of the game was for the player to solve a murder mystery, by searching for clues. To find them the player must search an array of scenes/settings and interact with characters.



The detective in charge of the investigation is never seen. His assistant, Yasuhiko Mano is the character who initially speaks to you, giving you commands.
BA4: Game Design Document Self Evaluation
For our project, me and my team mate, had to reinvent a
video game from a variety of different genres, released across different
consoles. We were to select a game and reinvent it in the format we see fit of
a design document, sticking to the games key themes and genre. I was in charge
of the written work for my group.
To gain an understanding of the production process I
conducted in depth research into the game of choice; ‘The Portopia Serial Murder Case’. It is a text based crime game
released for the SNES set in a fictional settlement called Portopia. Me and
Sophie picked this game over all the others, because we believed it to be
unique and had a lot more personality compared to a horror or shooter game genre.
To see what other crime games were available we looked at LA Noire and Heavy
Rain. Both games were strongly focussed on providing an in depth, immersive
story with great characters and personal player interactivity. I also had a
look at a couple of design documents for games such as ‘Bioshock’ and ‘Fallout’, to
gain an understanding on how a design document should look.
With reference to the written structure of the design
documents I flicked through, I began putting together a rough layout of the
document, by creating the contents page, listing all the areas that the
document needed to cover in the form of categories, each including its own sub
headings underneath. In the overview I talked about the games USP, marketing
strategy, the art style and the player’s impact. In the narrative I wrote up a
brief overview of the narrative and the in game episodes, which were structured
around the overall narrative. To support the narrative, I included a set of key
character biographies, which gives the player a detailed back story about each
character they play as or meet. In gameplay, I talked about the variety of
different features in the game the player is exposed to, and the level of
immersive options the player has. I included a detailed overview of the
controls, how the player can access different features, such as their
characters inventory, side story multiplayer and have control over the games
ending. Settings were the final key feature to include in the document. I
described the different environments the player experiences and how they affected
the narrative.
For this project, we were tasked to select a game of a
specific genre and reinvent it in the form of a design document. I was very
happy with my final written product. I feel that some parts of it had to be
rushed, leading to a number of key points being missed out such as the
narrative and added in depth information about characters. If I was given more
time for this project I would include more detail in those highlighted points.
For a personal project, I am continuing work on the games narrative, to give
the audience a realistic, more immersive experience into the games universe.
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