Trapped Devlog 3 – Case Study

Figure 1. A mind map of devlog3

The case study starts with the block-shoving puzzler game – Helltaker (Łukasz Piskorz, 2020)

Helltaker on Steam
Figure 2. Game play in Helltaker (Łukasz Piskorz,2020). Screen capture.

Attributes: 

  • 1 solution Sokoban, action game in the late-game boss fight
  • AVG elements and the vivid character design

Helltaker is selected because of its character design and puzzle element. During gameplay, the motivation of the main character to continue is to build a demon harem. To achieve that, he has to Sokoban to reach each demon girl. And play an action game in the end. The dating system has an AVG element – 2 choices at the end of each level to demonstrate the personality of each demon girl.

In puzzle-solving, each action cost 1 step, and special action can cost 2. The player should arrange each step to reach the goal.

Elements can be used in Trapped:

  • Character building by the dialogue system
  • Puzzles with the only solution

Then I played the famous game jam version of There is no game (Draw Me A Pixel, 2015) which contains metafictional elements. In the later version, There is No Game: Wrong Dimension (Draw Me A Pixel, 2020), the game is completed with 6 and more levels and countless puzzles.

There Is No Game: Wrong Dimension review | Adventure Gamers
Figure 3. Game play in There is No Game: Wrong Dimension (Draw Me A Pixel, 2020). Screen capture.

Attributes: 

  • Fight against narrator
  • Literally breaking the fourth wall and solve the puzzle
  • Mocking free-to-play games and reflection of the game industry
  • Using Credit panel to combine solution
  • Play with actual developer’s footage
  • Each element can be used as a solution

There is no game is based on Reverse psychology – People would desire forbidden things and action. Telling players that there is no game is to ask them to find the real game which is winning against the narrator or cooperate with him. During gameplay, the development honours the old-fashioned detective game and literally breaking the fourth wall by putting them on television and break its back. Then is an adventure game and interact with in-game characters. But the following level suddenly changes into a free play game which contains endless clicking, a cheating gambling system and, of course, loads of advertisements. But with mocking the F2P games, the player has to find a solution within the advertisement. Then there is different level using different element inside a game and developer’s daily life. The game experience is full of surprises and honouring of other games. Also, the hint system is really helpful which will not ruin the pleasure of puzzle-solving.

Elements can be used in Trapped:

  • Breaking the fourth wall to solve puzzles
  • Reverse psychology

The third case is the famous Undertale (Toby Fox, 2015), which has a phenomenal fandom culture. Analyzing Undertale is a huge project. So in this case study, I will focus on metafictional content and things that can be used in our game.

Undertale: Sans Returns - ABGames
Figure 4. Game play in Undertale (Toby Fox, 2015). Screen capture.

Attributes: 

  • Load game cannot erase certain character’s  memory
  • Characters within the game can also save & load
  • Interaction with UI
  • Forced application quit
  • Neutral Route/True Pacifist Route/Genocide Route
  • LGBTQ community

In the metafictional aspect of Undertale, Toby Fox used it very cautiously. Most parts are to build a certain character. And in the most part, the meta content is about saving files. For example, if you choose Genocide Route, the save file will permanently remember the choice. And in replay mode, you will never access a True Pacifist Route but more like a detained Pacifist Route. The only way to solve this is to close the save file sync in Steam and reinstall the whole game. That will form a rule: Some characters will remember what the player did and know that player’s capable of saving and loading. That character design together with the mechanism is awesome.

In the boss fight with the King, he will destroy the player’s UI content which will allow the player to show mercy to enemies.

Elements can be used in Trapped:

  • Use save & load mechanics to build the character’s personality.
  • UI content change to build atmosphere

Last but not least, my favourite game in the metafictional area: One Shot(Future Cat, 2016). The game is first released with a harsh punishment system. Once the player closes the game in an inappropriate area, the main character will die instantly, and the program will accuse you of it. That is why the game is called One Shot because you only get one chance to make everything right. In the later version, the permanent death system was removed which I think should not happen.

Oneshot Review | New Game Network
Figure 5. Game play in One Shot(Future Cat, 2016). Screen capture.

Attributes:

  • Solve puzzles using actual file system
  • Instant death if you quit incorrectly in an early version
  • The protagonist is aware of the existence of the player and will interact with the player
  • Windowed mode is recommended concerning gameplay and mechanics

The thing I appreciate about it is that the protagonist Niko is aware that he/she does not belong in this game program. All we need to do is find a way to send him/her back. But after what we experienced during the whole game. We will feel lonely about the departure. And there is no way to a reunion. And puzzle-solving part is combined closely with the computer file system which is outside of the game. Messing with the file system is not welcomed in many players’ point of view, but One Shot manages to find a balance.

Furthermore, the puzzles and mechanics are combined with the windowed mode of the game, which is surprising. In the final scene, Niko walks outside the game window and then walk outside the screen is something I can remember for a long time.

Elements can be used in Trapped:

  • New game plus to reach the True End.
  • Puzzle-solving with the actual file system.

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