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a•part•ment
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a•part•ment

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Content   Gray  1                         a•part•ment       Robyn  Gray                                   Interactive  Media  Thesis   Spring  2014         Gray  2   Table  of  Contents       Introduction                     3   Project  Background                 3   Story                       5   Gameplay  Experience                 6   Project  Goals                   8     Introspective  Gameplay:  Passive  vs.  Active  Mechanics     8     Interactive  Text                 10   Fall  2013  to  Spring  2014  Production  Changes           11   Feedback                     13   Response                     14   Conclusion                     16   Works  Cited                     17         Gray  3   Interactive  Media  Thesis:  a•part•ment   Robyn  Gray   Spring  2014     Introduction   a•part•ment  is  a  PC/Mac  game  created  in  the  Unity  game  engine.  It  consists   of  a  series  of  small  vignettes  that  explore  ways  to  convey  empathetic  text   interactively.    The  vignettes  revolve  around  the  theme  of  an    “autopsy  of  a   relationship,”  providing  a  unified  focus  and  direction  while  allowing  for  exploration   and  experimentation  in  execution.  a•part•ment  will  ultimately  consist  of  a  suite  of   seven  to  nine  vignettes  wrapped  within  a  larger  narrative  about  the  end  of  a   romantic  relationship.  Players  will  explore  a  dreamlike  semblance  of  an  apartment   complex,  uncovering  the  stories  of  the  neighbors  residing  in  it  (via  these  vignettes)   in  order  to  understand  the  player  character’s  relationship  and  breakup  with  his   significant  other.    The  gameplay  will  focus  on  conveying  narrative  through  text  and   creating  introspective  play  experiences.     Project  Background   a•part•ment  has  been  in  development  since  late  Spring  2012,  first  as  an   Advanced  Games  pitch,  then  as  a  project  in  Professor  Lemarchand’s  CTIN-­‐532,  then   finally  last  semester  (Spring  2013)  as  a  directed  research  project.    In  Fall  2012,   a•part•ment  was  a  point-­‐and-­‐click  adventure  filled  with  dialogue  trees  and   combinatorial  explosions  of  writing.    In  Spring  2013  we  realized  that  approach  was     Gray  4   not  working;  the  gameplay  was  not  interesting  because  it  relied  heavily  on  very   basic  mechanics  without  a  source  of  challenge  or  player  motivation.  The  story,   around  which  the  project  revolved,  was  hard  to  find  in  all  of  the  many  lines  of   dialogue.    In  trying  to  create  the  feel  of  a  living,  breathing  apartment  complex,  we   ended  up  with  something  much  to  mundane  and  too  close  to  real  life.   Towards  the  middle  of  Spring  2013  we  scrapped  our  original  gameplay,   retaining  the  core  story  and  refocusing  the  theme.    The  original  intention  had   always  been  to  create  a  story-­‐centric  game  that  discussed  interpersonal   relationships.    Our  focus  narrowed  after  the  first  year  of  the  project  and  from  it   emerged  the  concept  of  focusing  on  story  via  text.    Spring  2013  gave  us  time  to   explore  and  create  short  prototypes  from  which  emerged  the  idea  of  creating  a   collection  of  varied  interactive  vignettes  rather  than  a  longer,  more  uniform   experience.   a•part•ment  has  existed  for  over  two  years  as  a  concept  and  then  as  an  actual   game.    Production  officially  began  in  Richard  Lemarchand’s  World  Building  class,   Fall  2012.    It  continued  in  Spring  2013  as  a  directed  research  project.    Spring  2013   saw  it  change  most  dramatically.    Because  of  this  extra  pre-­‐production  and   production  time,  thesis  year  has  been  spent  primarily  on  execution  and  polish.    No   dramatic  changes  have  occurred  since  the  beginning  of  the  2013  -­‐  2014  academic   year  although  it  has  continued  to  evolve  and  become  more  focused  in  response  to   playtesting  feedback.         Gray  5   Story   a•part•ment  is  a  game  about  relationships.    The  player  character,  Charlie,  is   left  reeling  from  a  breakup  and  seeking  closure.    The  space  the  player  explores  is   occupied  by  a  variety  of  neighbors,  all  of  whom  are  metaphorical  representations  of   different  aspects  of  relationships—a  widow,  still  mourning  the  loss  of  her  husband,   an  estranged  father  and  daughter,  a  struggling  pair  of  newlyweds,  and  a  man  who   feels  detached  from  society.       As  the  player  uncovers  and  explores  each  of  these  neighbors’  stories,  she  will   learn  more  about  the  player  character’s  relationship.    a•part•ment  is  not  about   trying  to  fix  this  ended  relationship,  but  rather  is  about  discovering  and  savoring  the   good  and  the  bad  and  about  accepting  what  has  come  to  pass.   The  goal  behind  using  this  particular  topic  (relationships)  is  to  achieve  a   level  of  connection  with  players  right  off  the  bat.  Relationships  are  fundamental  to   all  of  our  lives  and  a•part•ment  is  about  the  relationships  these  characters  have  and   the  universal  problems  within  those  relationships  (communication,  differing  values,   loss,  etc.).    Although  the  primary  story  thread  describes  an  ended  romantic   relationship,  the  six  neighbor  characters  revolve  around  familial,  platonic,  and   romantic  relationships,  both  present  and  past.    We  found  great  success  getting   playtesters  to  empathize  with  the  previous  incarnations  of  a•part•ment  based  solely   on  our  subject  matter.           Gray  6   Gameplay  Experience   The  game  begins  with  the  breakup  of  the  main  character,  Charlie,  and  his   girlfriend  of  four  years,  Madison.    The  breakup  is  illustrated  with  the  sound  of  a   door  shutting,  and  the  presentation  of  Madison’s  last  words  to  Charlie:  ‘Charlie,  my   decision  is  final.  I’m  leaving.’    From  there  the  player  enters  the  mental  headspace  of   the  Charlie,  the  player  character:  a  replica  of  Charlie  and  Madison’s  apartment.     Players  can  explore  this  apartment  and  exit  it  to  enter  the  apartment  complex   courtyard.    From  the  courtyard  player  have  access  to  the  apartments  of  Charlie’s   neighbors.  Entering  other  apartments  grants  access  to  vignettes  relating  to  that   respective  neighbor.     Fig.  1.  A  view  of  the  apartment  courtyard,  showing  some  of  the  neighbors’  front  doors.     For  example,  entering  the  door  of  the  father  and  daughter’s  apartment  will   bring  the  player  into  the  daughter’s  vignette.    Each  neighbor  has  up  to  three     Gray  7   interactive  vignettes  that  will  convey  that  character’s  story.    Each  of  these   experiences  comprises  5  to  15  minutes  of  playtime.   The  neighbors  represent  different  facets  of  relationships.    The  father,  for   example,  is  struggling  to  find  a  balance  between  his  daughter  and  his  work.    He   represents  priorities  —  which  does  he  value  more,  his  relationship  with  his   daughter  or  his  career?    Each  neighbor  unlocks  portions  of  Charlie’s  story  relating  to   their  respective  facet.   The  interactive  vignettes  will  be  developed  with  three  ideas  in  mind:     1.   Creating  an  introspective  play  experience.    This  could  be  created  purely  by  the   writing  or  based  on  a  mechanic,  but  players  should  end  a  vignette  with  an   understanding  of  the  story  and  Charlie’s  mindset.   2.   Conveying  a  specific  emotional  tone.    If  each  vignette  has  a  particular  emotional   theme  they  will  be  more  focused  and  more  impactful.    Our  first  two  prototypes,  for   example,  illustrated  depression  and  frustration  respectively  and  attempted  to   convey  these  feelings  as  quickly  as  possible.   3.   Revealing  narrative  to  the  player  via  text/words.    Each  vignette  is  supposed  to   convey  a  portion  of  an  NPC’s  story.    The  narrative  can  be  told  actively  (such  as   through  a  gameplay  mechanic)  or  passively  (through  the  environment  and  tone).   Either  way  it  should  be  done  with  an  emphasis  on  text  as  a  vehicle  to  convey  it.           Gray  8   Project  Goals   Introspective  Gameplay:  Passive  vs.  Active  Mechanics   One  of  the  goals  of  a•part•ment  that  has  remained  throughout  its   development  is  the  desire  to  create  an  introspective  play  experience.    I  hypothesize   that  creating  a  story  about  a  universal  subject  such  as  relationships  will  inherently   provoke  self-­‐reflection  in  our  players,  particularly  on  the  subject  of  their  own   romantic  relationships.    I  have  already  noticed  that  the  topic  matter  has  been  helpful   to  designers  on  the  team—they  feel  a  connection  to  the  issues  and  this  has  helped  us   come  up  with  interesting  mechanics  based  on  personal  experiences  with  similar   situations.  The  way  that  we,  as  humans,  respond  emotionally  to  events  is  often   derived  from  our  own  experiences.  I  want  to  explore  the  idea  that,  by  choosing  the   subject  of  relationships  as  the  core  of  our  story,  players  will  use  their  own   relationship  experiences  as  a  basis  to  respond  to  the  game  in  different,  personal   ways.  I  hope  that  players  will  come  to  their  own  emotional  conclusions  and  that   their  game  playing  experience  will  cause  them  to  reflect  on  their  own  relationships   during  and  after  the  game.   In  order  to  accomplish  this  goal  I  will  be  exploring  game  mechanics.    Novels   and  movies  have  proven  that  great  storytelling  and  relatable  characters  can  provoke   introspection  in  their  readers  and  viewers.    Games  have  the  unique  ability  to  allow  a   participant  to  actively  engage  with  the  story  via  game  mechanics.    What  kind  of   mechanics  help  promote  introspection?   For  Dennis  Wixon’s  User  Research  course  (Spring  2013)  I  did  a  qualitative   study  using  the  two  prototypes  the  a•part•ment  team  created  that  semester.    The     Gray  9   purpose  of  this  qualitative  study  was  to  examine  how  players  responded  to  the   prototypes.    Did  they  understand  the  story  we  were  trying  to  tell?  Could  they  relate   to  any  of  the  characters?   One  of  the  things  I  discovered  from  the  study  was  that  the  representation  of   “self”  is  important  to  a  player’s  understanding  of  the  story  and  to  how  they  play  the   game.  In  our  first  prototype  players  were  often  thrown  for  a  loop  when  their   understanding  of  self  was  destroyed  by  an  in-­‐game  event.    This  question  of  self   became  almost  more  important  than  the  story  itself.    In  our  second  prototype   players  had  a  very  strong  understanding  of  self  and  this  understanding  helped   bolster  the  gameplay  mechanics.    Because  the  players  knew  exactly  who  they  were   they  understood  exactly  the  feelings  we  were  conveying  through  our  mechanics.       In  the  first  prototype  players  sympathized  with  Jim,  the  character  featured  in   the  experience.    In  the  second  prototype  players  didn’t  care  about  the  characters   featured  in  the  written  story  but  became  highly  invested  in  the  player  character  and   the  NPC  interacting  with  the  player  character.    The  method  of  interacting  with  the   story  was  fairly  passive  in  the  first  experience;  players  explored  an  environment   and  read  text  as  it  appeared.    In  the  second  experience  it  was  more  active—players   typed  out  the  story  and  although  they  had  no  more  affect  on  it  than  they  did  in  the   first,  several  of  our  testers  said  that  they  felt  they  had  more  agency.   Both  prototypes  produced  a  lot  of  positive  feedback  and  both  seemed  to   promote  introspection  in  players.    I  would  like  to  continue  exploring  a  mixture  of   passive  storytelling  mechanics  and  active  storytelling  mechanics  in  order  to  achieve   introspective  play.   Gray  10     Fig.  2.  One  of  the  a•part•ment  vignettes,  illustrating  a  passive  text-­‐conveying  mechanic.     Interactive  Text   One  other  aspect  of  a•part•ment  has  remained  constant  during  the  project:   the  desire  to  tell  a  strong  narrative  and  to  do  it  not  only  through  visuals,  but  also   through  text.    There  are  many  ways  to  convey  narrative;  in  games  we  most   commonly  use  animated  cutscenes.    The  creation  of  cutscenes,  however,  is  time   consuming  and  labor  intensive.    Cutscenes  are  also  limited  in  their  rigidity:  the   audience  sees  exactly  what  the  cutscene’s  author  intends  them  to  see,  and  nothing   more.   Books  allow  a  reader’s  imagination  to  fill  in  gaps  and  that,  in  turn,  connects  a   reader  more  closely  to  a  story.    A  book  may  only  describe  half  of  what  the   environment  looks  like,  but  a  reader’s  imagination  will  fill  in  the  other  half.    Kotaro   Uchikoshi,  the  designer  behind  several  visual  novel  games,  describes  the  power  of   text  perfectly:  “…  I  feel  like  the  strength  of  the  visual  novel  is  that  there’s  text.  A     Gray  11   book  is  made  up  of  text,  and  text  is  a  form  of  symbols.  As  a  writer,  I  write  something,   and  the  player  receives  it  –  they  decode  it.  Let’s  say  if  I  write  about  an  apple.  What  I   think  about  an  apple  might  be  different  from  how  you  would  interpret  what  an   apple  is.  There’s  a  lot  of  power  behind  that,  the  use  of  text…  Players  can  experience   things  they’ve  never  experienced  before,  because  their  minds  can  extend  the  power   of  my  writing,  of  those  symbols.”  (Drake).   I  want  to  tell  narratives  in  each  of  the  interactive  vignettes  in  a•part•ment   and  I  want  all  of  them  to  involve  the  conveyance  of  text  to  tell  story.    My  goal  is  to   find  mechanics  that  are  not  only  introspective  but  also  keep  players  wanting  to  read   more.    Many  games  suffer  from  text  heaviness—with  a  game  revolving  around   vignettes  there  is  an  opportunity  to  use  a  lot  of  text  but  use  it  in  different  ways,   keeping  it  fresh  and  keeping  people  reading.     Fall  2013  to  Spring  2014  Production  Changes   Scope  was  decreased  over  the  course  of  Fall  2013.  To  keep  things   manageable,  we  went  from  a  potential  of  twelve  interactive  vignettes  to  somewhere   between  seven  and  nine.   The  biggest  change  was  on  the  main  area.    At  the  beginning  of  Fall  2012  most   of  my  focus  was  on  designing  different  vignettes.  Towards  the  end  of  the  semester   and  over  the  course  of  Spring  2013  my  focus  has  been  on  the  hub  world  (main  area).     It  has  been  designed  to  match  the  specific  characters.    The  story  in  the  hub  is  being   conveyed  through  motion  graphic  style  comics,  allowing  me  to  convey  a  fairly  large   amount  of  text  with  the  aid  of  fairly  low  cost  art  assets.    Additionally,  to  emphasize     Gray  12   the  surreal  nature  of  the  hub  and  as  a  practical  way  to  inform  players  of  their  goals,   a  “focus  mode”  has  been  implemented.     Fig.  3.  Normal  mode  (left)  vs.  focus  mode  (right).  The  text  is  one  of  Charlie’s  thoughts,  visible  only  when   in  focus  mode.   Focus  mode  represents  the  player  character  reflecting  on  his  environment,   revealing  thoughts  to  the  player  as  well  as  important  objects  or  areas.    It  came  into   being  primarily  as  a  way  to  provide  guidance  and  secondarily  as  a  way  to  frame  the   story  in  a  semi-­‐diegetic  manner  (by  showing  the  player  character’s  thoughts  about   objects  in  his  apartment  or  about  his  neighbors).   The  second  biggest  change  was  the  deletion  of  a  feature  that  had  been  in   consideration  for  the  duration  of  the  project,  the  ability  of  the  player  to  select   gender,  sexual  orientation,  names  of  the  player  character  and  the  significant  other.     After  discussing  the  feature  with  my  thesis  advisors,  playtesters,  and  peers  and  I   decided  to  get  rid  of  this  feature.    The  primary  reason  was  story  specificity.    A   specific  story  about  specific  characters  is  easier  to  tell.    With  non-­‐specific  characters   there  was  the  danger  that  the  story  would  end  up  feeling  too  generic  making  it     Gray  13   harder  for  players  to  empathize  with  the  involved  characters.    Going  forward,   a•part•ment  will  be  about  Charlie,  the  player  character,  and  Madison,  the  significant   other  —  a  hetero  couple  featuring  a  male  lead.     Feedback   The  production  focus  for  first  semester  was  on  the  individual  vignettes,   because  of  this  testing  on  a•part•ment  has  been  done  primarily  on  the  vignettes.     Without  the  main  area  in  place,  I  have  been  unable  to  test  the  full  experience.    Over   the  course  of  the  year  and  part  of  the  preceding  year,  I  have  been  able  to  casually   playtest  a•part•ment  on  peers,  advisors,  and  a  variety  of  others  (visitors  in  thesis   space,  friends,  and  visitors  attending  our  winter  thesis  show).    This  is  in  addition  to   my  Spring  2013  formal  qualitative  study  performed  on  two  of  the  early  vignettes.   Most  of  the  drastic  feedback  for  a•part•ment  was  on  its  early  renditions  in   2012  –  2013.    This  year  most  of  the  feedback  I’ve  received  has  been  specifics   concerning  things  like  camera  angles,  minor  control  issues,  readability,  and   environmental  polish.    In  turn,  fixes  arising  from  feedback  have  been  minor  but   steady.                 Gray  14   Response   Winter  show  and  recent  testing  have  provided  feedback  on  the  cohesiveness   of  a•part•ment  as  a  single  experience.    Because  the  hub  world  area  was  nonexistent,   most  of  the  feedback  focused  on  lack  of  cohesion.  This  semester  has  been  focused  on   the  hub  first  and  foremost.    Hub  production  has  consisted  of  the  following:   environmental  development,  story  development,  and  mechanic  development.   Environmental  development  consists  of  bringing  aesthetics  from  the   vignettes  in  to  create  visual  cohesion  such  as  trees,  weather  effects,  etc.    It  also   means  fleshing  out  the  environment  to  create  the  right  atmosphere.    Testers  notice   when  an  environment  feels  too  sterile  and  this  disrupts  the  experience  —   a•part•ment  is  an  intimate  story  experience;  therefore  the  environment  must  feel   intimate.    I  want  the  player  to  feel  as  if  they  are  intruding  on  a  private  space.    At  the   same  time,  this  is  an  apartment.  Players  know  what  an  apartment  should  look  like   and  have  certain  expectations  that  must  be  met  in  order  to  make  the  space   believable.    Details  like  baseboards,  uneven  ceilings,  and  electrical  sockets  are  some   examples  that  create  this  sense  of  realism.   A•part•ment’s  story  has  remained  the  same  but  this  past  year  has  involved   polishing  and  detailing  it.  Because  a•part•ment  is,  in  many  ways,  a  novel  turned   game,  its  effectiveness  in  reaching  players  lies  in  the  writing  of  its  main  story.    As   with  the  environment,  players  have  to  find  the  characters  and  story  believable  and   relatable.    At  the  same  time  we  have  been  working  on  brevity  —  I  want  players  to   read  text  and  read  an  unusually  large  amount  of  text,  but  brevity  is  still  key  to  the   success  of  this  experience.    Testing  has  shown  that  players  don’t  remember  fine     Gray  15   details.  I  believe  this  is  true  not  just  of  text  in  games,  but  also  of  other  forms  of   reading.    People  simply  do  not  remember  literature  word  for  word.    They  do,   however,  grasp  the  overall  emotional  atmosphere  and  will  remember  key  moments   such  as  a  death,  a  break  up,  a  fight,  etc.    In  the  case  of  one  a•part•ment  vignette,   players  knew  something  was  wrong,  that  the  subject  of  the  vignette,  Jim,  was  sad   and  lonely,  and  that  there  was  a  woman  involved  in  his  story  (a  brief  mention  of  his   sister).    Players  could  not  recount  any  of  the  passages  they  read  word  for  word,  but   could  describe  the  overall  emotional  tone  and  problem.   Finally,  mechanics  are  important  for  accessibility  and  atmosphere.  The  aim   has  always  been  to  keep  mechanics  simple  to  avoid  distracting  the  player  from   content.    Across  vignettes  and  in  the  hub  there  are  different  control  schemes,  but  all   use  a  small  selection  of  keys  (WASD,  spacebar,  and  mouse).    So  far  control   instruction  has  been  unnecessary.    The  hub  area  shares  many  similarities  with   adventure  games,  but  I  wanted  mechanics  that  would  prevent  “pixel  hunting,”  the   need  to  scour  an  area  with  a  fine-­‐tooth  comb  in  order  to  find  the  exact  item  needed   to  continue  the  experience.    I  also  wanted  a  way  to  enforce  a  firmer  game  and  story   framework  for  players  that  felt  at  least  semi-­‐diegetic.  As  much  as  possible  I  have   avoided  outright  directions  and  heads-­‐up  displays.    I  feel  both  of  these  pull  the   player  out  of  the  story  and  environment  I’m  trying  to  build  and  undermine   believability.   “Focus  mode”  was  created  a  way  to  fix  several  of  these  issues  while  doing  so   in  a  simple  way.    Focus  mode  is  a  way  to  see  what  the  player  character  is  thinking,   this  gives  us  another  excuse  to  feed  the  player  small  amounts  of  text  and  this  text  is     Gray  16   used  to  bolster  the  main  story.    Focus  mode  also  reveals  points  of  interest,   preventing  the  need  to  pixel  hunt  in  order  to  continue  the  story.    The  biggest   challenge  with  focus  mode  was  training  the  players  to  use  it.    A  suggestion  from  one   of  my  advisors  led  me  to  create  an  interactive  title  screen  that  uses  the  focus  mode   mechanic.    So  far  this  has  led  to  most  testers  to  correctly  make  use  of  the  mechanic   but  further  testing  is  required.     Conclusion     Over  the  course  of  this  year,  a•part•ment  has  slowly  evolved  into  a  more   polished  and  cohesive  experience.    The  most  dramatic  changes  this  year  occurred  in   the  hub  area  with  the  erasure  of  a  feature  (gender  and  name  character   customization)  and  the  creation  of  focus  mode.    These  were  created  in  response  to   feedback,  which  has  been  primarily  positive.    As  individual  components  I  believe   that  a•part•ment  is  already  very  successful.    Players  pick  up  on  appropriate   emotions  and  are  generally  involved  and  invested  in  the  stories  they  are  presented   with.    In  the  next  few  weeks  a•part•ment  will  be  in  a  place  where  it  can  be   playtested  as  a  single,  cohesive  experience.    The  remainder  of  the  year  will  be  spent   responding  to  feedback  in  order  to  make  that  cohesive  experience  as  good  as  it   possibly  can  be.    We  expect  there  will  be  no  dramatic  changes  to  the  structure  of  the   game,  although  some  restructuring  of  existing  pieces  and  mechanics  may  occur  as   we  aim  for  a  tighter,  stronger  experience.         Gray  17   Works  Cited   Drake,  Audrey.  “Down  the  Rabbit  Hole:  The  Narrative  Genius  Behind  Virtue’s  Last   Reward.”  IGN.  N.p.,  22  April,  2013.  Web.  27  February  2013.   <http://www.ign.com/articles/2013/04/22/down-­‐the-­‐rabbit-­‐hole-­‐the-­‐narrative-­‐ genius-­‐of-­‐virtues-­‐last-­‐reward> 
Abstract (if available)
Abstract a•part•ment is a PC/Mac game created in the Unity game engine. It consists of a series of small vignettes that explore ways to convey empathetic text interactively.  The vignettes revolve around the theme of an  “autopsy of a relationship,” providing a unified focus and direction while allowing for exploration and experimentation in execution. a•part•ment will ultimately consist of a suite of seven to nine vignettes wrapped within a larger narrative about the end of a romantic relationship. Players will explore a dreamlike semblance of an apartment complex, uncovering the stories of the neighbors residing in it (via these vignettes) in order to understand the player character’s relationship and breakup with his significant other. The gameplay will focus on conveying narrative through text and creating introspective play experiences. 
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University of Southern California Dissertations and Theses
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University of Southern California Dissertations and Theses 
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Asset Metadata
Creator Gray, Robyn Tong (author) 
Core Title a•part•ment 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 04/29/2014 
Defense Date 04/28/2014 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag atmosphere,breakup,emotional resonance,empathetic,familial relationship,game,gameplay,interactive,introspection,Mac,narrative,OAI-PMH Harvest,PC,platonic relationship,reflective,Relationships,romantic relationship,significant other,Storytelling,Surrealism,text,Unity,video game,Vignettes 
Format application/pdf (imt) 
Language English
Contributor Electronically uploaded by the author (provenance) 
Advisor Malamed, Laird (committee chair), Lemarchand, Richard (committee member), McHugh, Maureen (committee member) 
Creator Email robyn.tong.gray@gmail.com 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c3-405313 
Unique identifier UC11297511 
Identifier etd-GrayRobynT-2439.pdf (filename),usctheses-c3-405313 (legacy record id) 
Legacy Identifier etd-GrayRobynT-2439.pdf 
Dmrecord 405313 
Document Type Thesis 
Format application/pdf (imt) 
Rights Gray, Robyn Tong 
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
atmosphere
breakup
emotional resonance
empathetic
familial relationship
gameplay
interactive
introspection
Mac
narrative
PC
platonic relationship
reflective
romantic relationship
significant other
Unity
video game