The Visual Impact of Interactive Fiction

Due to it’s literary foundations, visual flair is arguably something that can take a back seat when it comes to interactive fiction. While researching interactive fiction these past few weeks, I noticed that some of the most lauded pieces were lacking in extensive visual style. For example The Golden, States of Awareness, and Queenlash had the same default black background that comes when making a Twine game. Apart from the font color of each of these  being changed to something relevant to their topic (purple for the royalty of Queenlash, green for the zombies of States, and gold for Golden for obvious reasons) there was not much to differentiate each visually. 

In contrast to this, some of the more lackluster pieces of interactive fiction I’ve read were noticeably stylized. Some Space is memorable for its sci-fi background and futuristic font just as much it’s preference for puzzles over narrative. While it does add a futuristic aesthetic that fits with the narrative of a human immigrating to an alien world, there are also drawbacks to Some Space’s embellishment. The impressive quality of Some Space visuals juxtaposed against its lackluster parts do not result in a positive impression. It makes readers wonder if the writer didn’t spend as much time incorporating the puzzles into the piece as they did finding the right font. Granted this view might be unfair. Everyone has different strengths, and it is natural to want to show off what you’re good at. That said, it’s not entertaining to play or read something that was made just to show off. A piece of interactive fiction can look amazing, but it’s primarily the story being told that makes readers want to interact with it.

Although it doesn’t have as much of a sway on readers as narrative, writers of interactive fiction should still give some thought to the appearance of their work. It is possible for interactive fiction to have a memorable style and story. A good example of this is Bogeyman. The eerie black and white style of Bogeyman’s passages appropriately matches the dark subject of child abuse that is one of its themes. It sets the stage for the dark and intimidating world the protagonist finds themselves in, effectively setting the mood. In addition to color, a different font is used to indicate when the Bogeyman is talking. The heavy slightly jagged font paired with the lack of quotations makes the Bogeyman more intimidating. He comes across as speaking directly to the reader instead of the characters, making for a chillingly memorable experience. Bogeyman, along with Some Space, shows the impact style can make for better or worse when writing interactive fiction. It is worth it for authors to consider how to make their work visually unique, because when done right it can elevate an already good work.

Queenlash and Some Space are available on the Spring Thing Festival of Interactive Fiction 2021 Website.

States of Awareness and The Golden are available on the Spring Thing Festival of Interactive Fiction 2020 Website.

Bogeyman is available on the Interactive Fiction Database.

Sources

Bogeyman. Elizabeth Smyth, 2018. https://ifdb.org/viewgame?id=ltwvgb2lubkx82yi

The Golden. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/StatesOfAwareness/index.html

Queenlash. Kaemi Velatet, 2021. https://www.springthing.net/2021/play_online/Queenlash/Queenlash.html

Some Space. Rittermi, 2021. https://www.springthing.net/2021/play_online/SomeSpace/index.html

States of Awareness. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/TheGolden/index.html

Memories as Inspiration for Game Art

I’ve recently been working on developing assets for a 2D side scroller game as part of a game art class. In this game, the player takes control of a ball as they roll through a museum collecting pieces of art. While the art style of this game is not very elaborate due to my knowledge of Adobe Illustrator being a work in progress, I’ve been able to make the game more unique by drawing upon something I am familiar with: the National Gallery of Art (NGA).

One of my earliest memories of growing up in Washington DC is roaming the halls and courtyards of NGA, staring up starry-eyed at the gorgeous paintings and sculptures. Over the years I’ve grown attached to certain pieces in their collection and have become well acquainted with the architectural elements of the building, such as the wood paneled rooms of the Dutch collection and the black columns of the West Building Rotunda.

West Building Rotunda, the National Gallery of Art, Washington DC.

Originally, I had not intended the game to be set in a specific real world location. However, the further down the design pipeline I went, the more I noticed how my familiarity with NGA was influencing my designs. For example, most of the pieces of art the player collects are part NGA’s permanent collection. Initially this was not a conscious choice on my part, but rather a consequence of brainstorming “famous pieces of art” combined with many memories of viewing NGA’s offerings. Though the more I thought about it, having the game take place in NGA made sense. My knowledge of the museum would be a readily available resource that could help me create a distinct game world.

Artwork collectible items. Artwork images from NGA Collection Search.

With the internet and other modern technologies, it can be very easy to look up new and different things as inspiration. That said, firsthand knowledge and experience remains highly useful. I hope my experience with this project will encourage others to look inwards and see how their memories can improve their creations.

Sources

“Collection Search.” National Gallery of Art, http://www.nga.gov/collection/collection-search.html.

West Building Rotunda. National Gallery of Art, http://www.nga.gov/press/2019/holiday.html.

Exploring Character Design: Paper’s Please

Welcome to the first of a series of posts where I briefly analyze the archetypes and design choices of video game characters. In this installment we will examine some of the characters from Papers, Please.

Protagonist: The Inspector

Archetype: Anti-hero and Everyman

While there are several factions the player can have the Inspector side side with, at the end of the day he will be acting in his own self-interest. The Inspector is a simple bureaucrat whose just trying to make a living and not get on the wrong side of the government. He’s not actively trying to do good, he’s just following orders. Even though his actions can have larger implications, the Inspector is still just a regular human, lacking any special powers and unprepared for what’s to come.

Design

We do not see many images of the Inspector, but in the ones we do he comes across as a bland ordinary citizen. There is nothing remarkable about him and his only power is to approve or deny entry for people crossing the border. He is a blank slate visually, only being shown as a hulking shadow sitting down at their desk and once as a highly pixelated grey image. This allows the different choices the player makes on his behalf while playing the game more believable, as there is not much visual pre-establishment of what he would do if not being controlled by the player.

Antagonists: M. Vonel and Dimitri

Archetypes: Superior and Opposing

Both M. Vonel and Dimitri fall into the superior and opposing antagonist archetypes. Although they do not belong to the same government agency, M. Vonel and Dimitri rank higher then the Inspector in the internal government pecking order. It is also the job of each of them, albeit by different means, to monitor the Inspector. This can lead to them acting as opposition to the Inspector if the player’s goals do not align with theirs.

Design

The colors used for M. Vonel are blue and black. This creates the interesting effect of being scared (black), while also feeling an uneasy calm (blue). His presence becomes further intimidating by not being able to see his eyes, as they are blocked by glasses. His attire and mustache also remind the player of a Nazi, adding to his terrifying yet authoritatively serene demeanor as a special investigator for the Ministry of Information.

Unlike M. Vonel, Dimitri initially has a warmer, more inviting style. However, soon after the player first interacts with Dimitri it is clear that he is not there to be your friend. The true meaning of what his red attire is meant to convey becomes clear: not warmth, but anger and danger. As the protagonists’ supervisor, Dimitri has the power to reduce his salary or terminate his employment.

Conclusions

Although most of the characters encountered in Papers, Please are randomly generated, the ones that are consciously designed display choices that are intended to reflect their role and influence the mood of the player.

If enjoyed this post, consider checking out my review of Papers, Please.

Papers, Please is available on Steam: https://store.steampowered.com/app/239030/Papers_Please/

Sources

Papers Please. Lucas Pope, 2013.

Image Sources

https://papersplease.fandom.com/wiki/Inspector

https://papersplease.fandom.com/wiki/M._Vonel

https://papersplease.fandom.com/wiki/Dimitri

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