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Posted on Monday, June 13th, 2011 by Malin
Our project lasted about 10 weeks, even though it’s nowhere near finished.
The motive for creating the game “Another air” was from the beginning a will to create a game inspired by Lappish culture and custom. Another great reason for creating Another Air is that we wanted to create a different type of game, which doesn’t aim it´s focus at violence, but conflict solving. A subject that we think is very accurate in today’s society.
The goal is to create a game that is visually tempting and interesting to play, but which also emphasis the importance of conflict solving. The game industry today is overloaded with uninteresting and outdated ways to solve conflicts and we offer a new, interesting way to play scenarios that involve conflicts, without killing or escaping the enemy.
(Another exiting aspect of Another Air is the well-developed story and game world that the players will take part in if playing the game. The story is carefully weaved into the game play to make the players feel as one with the character.)
The target audience that “Another air” aims at reaching out to is young adults. Among our selection of inspirational literature, movies and games we have; “The golden compass”, by Phillip Pullman, some of the Miyazaki movies like “Spirited away” and “Princess Mononoke”, the Harry Potter books and movies and the book “Stardust” by Neil Gaiman.
Central to all of the examples mentioned above is a young person on the road to becoming an adult. These stories are, just like in real life, quite dark and challenging for the characters. There is something mysterious and a little frightening to be solved. It is this kind of feeling we want to capsule in the game “Another air”. And just as in the examples, we think that our game not only will attract children and teenagers, but grown up people.
The game is not dependent on violence. The attraction lies within solving the puzzles and conflicts.
A well thoughtout narrative that will increase immersion for the players as well as a narrative that will be mediated in a dynamic way, which many other games do not successfully do and a unique graphic design.
Project Outcomes / Results
My role in the project was to be a game designer. I had lots of meetings and discussions with other people, wrote a lot of high level ideas (I hardly knew what a high level meant at the beginning!) and did lots of research. Some of it meant playing games, some meant finding articles, some meant reading books!
I never thought I was good enough to be a game designer, but I’ve grown a lot more confident thanks to the people I’ve met during this project. When it comes to my skills as a person I don’t think I’ve gained anything else but a better aspect of myself as a worker. Don’t worry so much, just kickass (and chew bubblegum, even though you’re all out of gum). And if you don’t understand something, ask! I’ve learnt so much just by being not afraid to ask.
I’ve also learned that you can stand your ground in things you believe in, but that also means that you have to understand the faults with your idea, and let other people improve it! Nothing is as fantastic as teamwork and how people can inspire each other, as well as other sorts of media!
My personal assessment is that this project is really hard to assess… The game is nowhere near finished, and none of the people had more than 5 hours every week to work on this game, except me and Ylva. It was hard moving forward. But thanks to Ylva giving me tasks as well as she could and me pushing forward as much as I could, I do believe we made a good ground for the game to later start up on, whenever that might be.