Close
About
FAQ
Home
Collections
Login
USC Login
Register
0
Selected
Invert selection
Deselect all
Deselect all
Click here to refresh results
Click here to refresh results
USC
/
Digital Library
/
University of Southern California Dissertations and Theses
/
Revisions: an exploration of metafiction and metaphors in game design
(USC Thesis Other)
Revisions: an exploration of metafiction and metaphors in game design
PDF
Download
Share
Open document
Flip pages
Contact Us
Contact Us
Copy asset link
Request this asset
Transcript (if available)
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)
Linked assets
University of Southern California Dissertations and Theses
Conceptually similar
PDF
Life On A String: an ink painting narrative game
PDF
The Toymaker's Bequest
PDF
Bardcore!
PDF
MECHA: a post mortem on exploring independent game development
PDF
Moloch: creating games with alternative mental state goals to move beyond flow
PDF
FRKN WKND and video game mixtapes: developing talent and experience through video game mixtapes
PDF
OCTOBO: the interactive storytelling plush octopus
PDF
Southland
PDF
Fall from Grace: an experiment in understanding and challenging player beliefs through games
PDF
Wetware: designing for a contemporary dilemma
PDF
Exit
PDF
The make of The Surveillant: a thesis project ""postpartum""
PDF
The Toymaker’s Bequest: a defense of narrative‐centric game design
PDF
The Distance: a cooperative communication game to long-distance players
PDF
Stepstone Island
PDF
A game called Paako: the challenge of an autobiographical video game
PDF
Ascension: an analysis of game design for speech recognition system usage and spatialized audio for virtual reality
PDF
duOS
PDF
Light at the End of the Tunnels: level design and its relationship to a spectrum of fear
PDF
The Other Half
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