Through working on my storyboard, and seeking crits from my peers, I have been building on my idea. This blog post is a record of me thinking out loud:
I’d like to build on the aspect of the theme of ‘uncertainties’ and ‘decisions’. I want the game to show a kind of ‘aimlessness’ or ‘pointlessness’ to life, in order to sharpen the contrast between the fun of games and the misery of adult life choices.
It was suggested that perhaps I could put pressure on the players to make decisions, for example, having count-down music, or text pressuring them to make a choice when they click anywhere else. It would make the game more fast paced, and pressure-filled, until they reach the abrupt ending, highlighting the juxtaposition I am aiming for.
There could be text pop-ups when you click with quotes about indecision, or text speech bubbles of pressure-filled comments, such as ‘how much work have you done today?’ or ‘You never hang out with us’. Which may influence their decision. Update: I don’t think I will go with this idea. I am now considering whether or not to make the linked sections visible boxes or invisible. If they are visible sections, it will make it more clear as to what the choices are as well as put pressure on the viewer to choose one; they could flash or throb etc.
The other main development in my thought process was that I should use sounds, effects, references to games and game shows. The electronic music used in nintendo type games would be a great background sound to follow through, or perhaps the music from countdown or similar pressure filled game shows would be good. Similarly, I could include ting and bong sounds when decisions are made (although I don’t want there to be any implication of ‘wrong answers’).
To show the effect of chance and uncertainties, I was thinking I would ‘flash’ the possible outcomes of your choices before one is randomly selected and you are taken to that destination. This could be done with reference to a spinning wheel of fortune, or a fruit machine, both have connotations of luck, and with games and fun.
I am still thinking of having an excess of (invisible) links to pop-up websites. This will help to make the sensory overload which can come with online gaming. I will therefore have to include plenty of objects in the backgrounds of each film that can have links attached. For example in the unemployment scenario there could be a newspaper open to job adverts, and a link to a job search website.
I am thinking of including one object in each scenario which, if clicked, would lead to your untimely death; game over. This brings in the idea that people don’t necessarily get their whole lives to make decisions and get happy endings, it could be cut short at any time. It would be a bit of a shock and alternative way to achieve game over.
Things that could kill you instantly:
Heavy box precarious