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Revisions: an exploration of metafiction and metaphors in game design
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Revisions: an exploration of metafiction and metaphors in game design

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Content  
 
UNIVERSITY OF SOUTHERN CALIFORNIA 
 
 
 
 
 
REVISIONS ​ :  
An Exploration of Metafiction and Metaphors in Game Design 
 
 
Hyung Cha 
 
 
Professor Dennis Wixon 
CTIN 594 
9 August 2016 
Master of Fine Arts  
(INTERACTIVE MEDIA AND GAME DESIGN) 
  
Cha 2 
 
Table of Contents 
 
Abstract  3 
Design Process 3 
Methodology 4 
Evaluation 5 
Conclusion 6 
Works Cited 7    
Cha 3 
 
1. Abstract 
This writing seeks to illustrate the creative process behind  ​REVISIONS ​ , Steve Cha’s thesis project 
at the University of Southern California’s Interactive Media and Games Division. This explication will 
discuss the project’s production methodology, design process, and findings. 
1.1 Introduction 
REVISIONS ​  is an autobiographical, metafictional vignette videogame that unfolds in two acts. 
The first act of the game manifests as a series of five 2D mini games. Each mini game chronicles a 
particular struggle in the designer’s life.  ​REVISIONS ​ ’ second act instructs the player to revisit each mini 
game while enabling the player to view and traverse each scene in 3D. The shift to 3D unveils to the 
player various illusions employed in 2D game design. For example, a 2D racing game in viewed in 3D 
space reveals the objects do not move forward. Instead, racers shrink to create the illusion of movement. 
Players explore the mini games in 3D to find notes detailing how these illusions serve as metaphors for 
various life insights. Continuing with the racing game example, finding a note in the racing car level 
clarifies that the shrinking racers serve as a metaphor for false progress; people believe they are moving 
towards a goal but are instead shrinking as they sacrifice their health for their ideal lifestyle. The game 
concludes with the game’s narrator and designer discussing the illusions of game design. 
1.2 Prior Art and Literature 
REVISIONS ​  influences range from digital videogames to theatre. The game’s metafictional 
elements take cue from  ​Annie Hall ​ ,  ​M. Butterfly ​ ,  ​Undertale ​ , and  ​The Stanley Parable ​ . The interactive 
vignette structure and expressive mechanics draw inspiration from  ​Dys4ia ​  and  ​Loneliness ​ . Like Dys4ia, 
“there's a lot of existing game vocabulary i'm piggybacking on in” ​ REVISIONS  ​ (Alexander). 
2. Design Process 
Cha 4 
 
The primary user experience goal of REVISIONS is to impart the sensation of epiphany through 
reflection. This necessitates a two act structure; the first act establishes a shared history between the 
player and character while the second act allows revelations through replay and hindsight. 
REVISIONS ​  also served as an exercise in art history. Each vignette followed the tropes of a specific genre 
of 2D videogames. The vignettes emulated a platformer, a missile defense game, a tower defense game, a 
puzzle, and a racer.  
2.1 Gameplay Changes 
Originally,  ​REVISIONS ​  played with the concept that players could revise the designer’s memories 
by changing the camera’s properties. Revisions came by helping the characters re­envision a scene. Early 
prototypes did not feature 3D movement in the second act. Instead, the player had access to a set of 5 
powers – dubbed REVISION powers – that altered the camera’s perspective, angle, or color rendering. If 
players employed the correct combination of camera manipulations, the game rewarded the player with an 
insightful note. The designer aspired to keep players engaged and challenged by creating a more 
puzzle­like experience.  
The REVISION powers proved confusing to players. During early playtests, players expressed 
surprise and delight sudden vantage shifts but could not solve the puzzles. The game failed mechanically 
and narratively during the second half. Many players expressed frustration at the lack of 3D movement in 
the game’s second act. 
To address these issues, the designer pivoted both gameplay and narrative. Originally, the story 
culminated in a midpoint confrontation between the game’s narrator and designer. The designer would 
chastise the narrator for his linear storytelling then task the player with revising the game with 
aforementioned REVISION powers. The final story presents an entirely different midpoint twist. In place 
of a narrator­designer showdown, the player finds a note from the designer pleading with the player to 
revisit the scenes and find his design notes. To complement this narrative shift the gameplay now allowed 
Cha 5 
 
players to explore the scenes in 3D and search for the designer’s notes. Testing showed the changes to be 
promising. 
3. Methodology 
The following sections will delineate the production process of  ​REVISIONS ​ . 
3.1 Team Recruitment 
Between May 2015 and May 2016, 11 individuals have contributed to  ​REVISIONS ​ . The 
mostly­student, all­volunteer team met on Sundays for two­hour work sessions. The team attributed its 
strong retention rate to the work agreement between the Creative Director Steve Cha and the volunteers. 
Volunteers were only expected to work on  ​REVISIONS ​  during scheduled work meetings to alleviate any 
pressure added onto their academic workload. Work meetings were catered.  
3.2 Production Delays 
Originally, the producers slated the game’s Alpha milestone for the University of Southern 
California IMGD’s December showcase. However, critical feedback from the Winteractive showcase 
catalyzed another round of design iterations. From those sessions arose the aforementioned narrative and 
design changes, necessitating additional technical developments. The newly incorporated 3D movement 
would require a flexible 3D camera system that followed industry standards. Text display also became an 
issue as the fluid camera became a new feature.  
The game reached Alpha by late February. While the projects pivot added technical hurdles and 
requirements, the simplified gameplay liberated the design team from creating puzzled for the original 
REVISIONS power mechanic. Overall, the project’s scope shrank rather than expand.  
4 Evaluation 
To evaluate the game’s overall usability and achievement of user experience goals, the 
REVISIONS team conducted a series of usability tests via the RITE method. Production deemed this 
method appropriate as RITE encouraged constant development of the product. 
Cha 6 
 
Testing for player recognition of the game’s themes, the usability testers followed observed playtests with 
an interview. They asked players to describe the game and discuss highlights from the experience. From 
this qualitative analysis, the team drew conclusions about REVISIONS usability, emotional impact, and 
achievement of user experience goals. 
4.1 Results 
Throughout the process, the testing team found that players did not articulate a sense of epiphany 
through nostalgic recollection. However, many players identified the metafictional nature of the game and 
reported many portions of the experience as emotionally resonant. 
5. Conclusion 
While the project did not convey a sense of epiphany through reflection to its users, the author 
experienced the sentiment while creating the game. In discussions around the project, one professor 
mentioned that the game’s value may lie in its designer­centric approach to game design, which may go 
against the popular playcentric approach to game design. 
  
Cha 7 
 
Works Cited 
Alexander, Leigh. "Road to the IGF: Anna Anthropy's Dys4ia." Gamasutra Article. Gamasutra, 12 Mar. 
2013. Web. 1 May 2016. 
Abstract (if available)
Abstract This writing seeks to illustrate the creative process behind REVISIONS, Steve Cha’s thesis project at the University of Southern California’s Interactive Media and Games Division. This explication will discuss the project’s production methodology, design process, and findings. 
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University of Southern California Dissertations and Theses
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Asset Metadata
Creator Cha, Hyung (author) 
Core Title Revisions: an exploration of metafiction and metaphors in game design 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 09/28/2016 
Defense Date 08/09/2016 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag design,game design,Games,metafiction,OAI-PMH Harvest,video games 
Format application/pdf (imt) 
Language English
Contributor Electronically uploaded by the author (provenance) 
Advisor Wixon, Dennis (committee chair), Lemarchand, Richard (committee member), Watson, Jeff (committee member) 
Creator Email hcha@usc.edu,hyungs.cha@gmail.com 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c40-306602 
Unique identifier UC11281342 
Identifier etd-ChaHyung-4822.pdf (filename),usctheses-c40-306602 (legacy record id) 
Legacy Identifier etd-ChaHyung-4822.pdf 
Dmrecord 306602 
Document Type Thesis 
Format application/pdf (imt) 
Rights Cha, Hyung 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Access Conditions The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law.  Electronic access is being provided by the USC Libraries in agreement with the a... 
Repository Name University of Southern California Digital Library
Repository Location USC Digital Library, University of Southern California, University Park Campus MC 2810, 3434 South Grand Avenue, 2nd Floor, Los Angeles, California 90089-2810, USA
Tags
game design
metafiction
video games