Breathe
Description:
A prototype for a 2D narrative-focused point and click game called Breathe.
The central mechanic was "breathing," which the player would control by holding and releasing the spacebar. Holding the spacebar would inhale, while releasing it would exhale. While the player is exhaling, they will be able to perform other actions that may help advance a task; however, the player must first inhale, during which they will not be able to perform other actions.
The mouse cursor would be used to "focus" on a specific task by hovering above it, while the left mouse button would be used to perform different actions relating to the task that is being focused on. Tasks that are being focused on would be highlighted to indicate that they can be interacted with. An example of a task-related action may be picking up an item by clicking and dragging it, and dropping the item by releasing the button or by breathing.
The cursor icon would have changed whenever the player was inhaling or exhaling. An expanding circle for inhaling, and a shrinking circle for exhaling.
Completing different daily tasks would changed the player character's breathing in subtle but noticeable ways, and generally make breathing easier to manage and make tasks easier to do. One task in particular, the one that would have been on the laptop, would be the most important one, but the most difficult to complete. While failing a daily task would have no negative effects, failing the main task would end the day and reset all daily tasks.
The player would have had a week or so to complete the main task, and each day would consist of a few minutes, For every new day, a few daily tasks would need to be completed again. And until those daily tasks are completed, attempting to complete the main task would be very difficult.
Had I been able to finish the game, I wouldn't have made the main task the win condition -- or at least not the only one. If the player could handle the tasks and successfully complete the main task by the end of the week, the game would end. If the player tried but failed to complete the task by the end of the week, the game would also end. In any case, the player would be allowed to exit the room, go outside, and explore and admire it -- if they wanted to -- while their breathing became the easiest it has ever been to manage. The credits would then roll, and if the player failed the main task, they would see an image of the laptop. On its screen would be an email they received from their boss or professor or something addressing the player character's stress, and granting the player an extension.
I created this game with the idea of expressing the burn out and stress I had experienced during that time with university, and my experience in asking my professors for help and receiving help. Of course, I was burnt out, so I didn't get very far into developing this game.
My burnout was partly caused by being unable to create an ending to the game, because I wasn't sure what the end looked like; I hadn't yet made sense of my own situation, nor had I yet experienced the consequences of my situation. I couldn't really make my message about something I was still discovering myself.
I wanted my game's ending to be truthful and resolved; an acceptance of circumstances. While a hopeful and optimistic ending would have been a feel-good end for the game and myself, it would also be disingenuous, especially considering this was a game I would later have to show my professor. I didn't want to appear as though I were attempting to influence my professor's actions through my game, nor did I want my game to foretell the experience it was based on.
Revisiting this game a few years later -- after experiencing the results of my own failures, learning about game design theories such as player and game interpretations, and making changes to my workload -- I realize I just needed to make one thing clear:
Success is great, but failing isn't the end of world; life goes on; there are many routes to the same place, and they don't necessarily always have to built on successes. Asking for help, and admitting you need more time to do things is a valid way forward.
Controls:
Spacebar to inhale/exhale
Mouse to move cursor
Cursor over left-most/right-most sides of screen to look
Left mouse button to change scene
Prototype project for GAM 244.
Status | Prototype |
Platforms | HTML5 |
Author | Andrew Pena |
Genre | Simulation |
Made with | Unity |
Tags | Black and White, Point & Click, Prototype, Short, Simple |
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