I want to make a game that feels like a kids' book.
A few of the most significant features of kids' books I'm drawing inspiration from include:
* They're short. This makes every word feel important since we know the story will be over soon. It also makes them easily accessible (even for busy adults).
* They have a steady, rhythmical pacing. The ratio of words to pictures tends to be constant from page to page, and the act of turning the pages themselves limits the speed at which the book can be read. We're encouraged (or forced) to take our time. Each page follows a predictable pattern: scan the image, read the text, look closer at the image, turn the page and repeat.
* The conclusion has a strong sense of finality -- even if nothing within the story has actually been resolved, we know the adventure is definitely over. For example Alice's awakening from her dream.
* They're designed for repeat reading. In fact, *many* repeat readings. The stories remain interesting even when we already know what's going to happen in them.
* Characters tend to have clear desires. They often want something tangible and are verbally explicit about it. No one spends time wondering WHY they want to chase the white rabbit.
* There are frequent, massive changes. Often as a result of very small actions. A wish will turn a kingdom upside down overnight. Alice becomes a giant after eating a piece of cake. They create huge reversals of fortunes (eg going from predator to prey) and have a very striking visual component (eg a mountain turns into gold).
* Scenes are visually quite distinct. On subsequent pages we may move from the desert, to the ocean, to a city. We can get a pretty accurate sense of the story by simply scanning the pictures.
* Forces are powerful but ill-defined. We have no way of knowing what a creature like "the Spirit who lived in the mountain" is capable of, just that they're clearly a heck of a lot stronger than we are. Obviously this mirrors a child's relationship to the world at large.
For my game, this translates into several concrete goals:
* Being short, with a clear sense of progress.
* Being interesting and easy. Forward progress should always be available and death should be (almost) impossible.
* Having huge changes in landscape, creatures, mechanics and player objectives. The bigger the differences, the better. Scenes should stand on their own, like pages.
* Having an authorial voice in the opening and closing cutscenes that provides a dash of the omniscient narrator so common to these sorts of stories.
The world will be realized as a digital game titled "The Unfinished Swan" using some of the same painting mechanics I developed for WhiteSpace, a game I made last semester. In addition to first-person gameplay there will be 2D animation at the beginning and end that bookend the game to enhance the storybook feel and provide for visual differentiation between the Garden of Unfinished Things and the more mundane world outside it.
In addition to the game itself I'll be creating an illustrated story book designed for young readers that touches on some of the same themes and events presented in the game. The book will be developed in tandem with the game. My hope is that having to constantly remediate ideas from the game back into the structure of a children's book will give the game itself a more bookish feel.
The unhurried pacing of the book will also provide a way to explore character motivations and backstory about the world that wouldn't fit as comfortably within the more frenetic, goal-oriented format of the game. Which is not to imply that the book will be a long one. Far from it. One of the key stylistic elements of the authors who've inspired me (like Edward Gorey) is their extreme brevity. Having to distill complicated player interactions from the game down into one or two sentences and a picture should be helpful in figuring out what aspects of the experience to highlight within the game.