A downloadable game

Artist Statement:

The entire narrative of "Truth" is inspired by and built upon the worldview presented in the Dread Game. This project modifies the original worldview to create a new micro-theater, exploring mysteries, uncovering truths, and culminating in decisive choices. I define the story of this project as an evolving mystery narrative shaped by player choices and interactions. It revolves around pivotal decision points, allowing for diverse experiences and outcomes, mirroring the complexity of choices and consequences in real life.

A significant influence on my creative process has been Ron Edwards' GNS Theory, particularly the aspect of Simulationism. Simulationism emphasizes deep internalization and character-driven experiential engagement, prioritizing exploration in gameplay (Edwards 3). This project's narrative approach is first-person, immersing players in character roles to experience the plot and make choices that simulate real-life situations. I chose Simulationism because, in interactive storytelling RPGs, the boundaries between player and character are often blurred, enhancing empathy with the character.

Another influence on my creative form was the interactive game movie Bandersnatch experienced during a course. This interactive game's novelty lies in its unknown outcomes based on player choices, influencing the protagonist's actions. This oscillation between being a player and a puppeteer of the protagonist's actions was intriguing. Occasionally, I would think from the protagonist's perspective, contemplating choices that might lead to a better direction or game success. I've incorporated this experience into my interactive game, hoping players will make choices from the perspective of both character and story, realizing the significant impact of their decisions.

The third influence on my narrative and storylining comes from the fourth chapter of Wonderbook, which discusses narrative design. This chapter's focus on "Resolution," where characters uncover new aspects about themselves, others, or the world (Vandermeer 141), profoundly impacted my story design. I've integrated these narrative elements into my story, repeatedly encouraging players to uncover new clues and truths through choices and exploration. The narrative structure primarily follows the "Three Act" model discussed in the chapter, with two major events for players to discover.

The core theme of this work is an exploration of choice, consequence, and self-discovery. It posits that every choice we make, no matter how small, affects our journey and shapes our narrative. Interactivity is crucial here—it allows players to experience the weight of decisions and their ripple effects, forging deeper connections with the narrative and its characters.

The interactivity in the game is more than a mechanism; it's a narrative tool that enriches thematic discourse. Players are not mere observers but co-authors of their journey. This collaboration between the game and the player creates a unique personal experience, a story that resonates on a deeper, more personal level. The game's final choices also delve into the essence of human nature. I hope players immerse themselves in the character's experiences, interpreting the narrative and making decisions through their perspectives and thoughts.


Reference:

"Bandersnatch." Netflix, performance by Fionn Whitehead, Will Poulter, and others, 28 Dec. 2018

Edwards, Ron. "GNS and Other Matters of Role-Playing Theory,  14 Oct. 2001.

VanderMeer, Jeff. Wonderbook: The Illustrated Guide to Creating Imaginative Fiction.    Abrams Books, 2013.

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