Experimentation
As of yet, I haven't carried out as much experimentation as I would have liked (in terms of writing exercises and tasks). But there has still been experimentation occurring throughout the project. Some of this experimentation is listed on other pages of my blog, but I decided to go over some of the main areas on it's own page, just in case it's missed.
Narrative Experimentation
The very first section of experimentation occurred when I was deciding on the type of narrative the story would make use of. During one of the first sections of research for the project, I researched into some different types of narrative I could be used for the games story, to have an idea of the different structures available but to also see what I felt would be more effective to use.
Originally I wanted to go with a type of branching narrative as those types of narrative usually give the player a choice as to what they do, which can impact the story. However, I knew that the more the narrative would branch, the more difficult of a task writing the story would become, so I decided if I was to use branching narrative, I would make use of 'limited branching', where the player is given options to give the impression that they're choices are impacting the game/story, but in reality, the impact isn't as much as you'd originally think (e.g. Being asked to save one of two characters, leading the other to dying. This would create a change for a part of the game as you decided to save one character, but then not too long after this either character you saved would die anyway and once again return the story, no matter the option picked, to the same single narrative route).
Another idea I liked at the time was 'fractured narrative'. This narrative being where the events of a story are shown in a non-linear order, with the story making use of dreams and flashbacks.
I decided to bear this structure in mind when developing my story, as I felt that the inclusion of flashbacks could be an effective point of the story to explain and develop some events that had happened (such as, in the case of my concept, the disappearance of the protagonist's father).
The narrative structure I decided upon was actually a mix of two, chronological linear narrative (with no branching), and nodal narrative.
I decided this as I felt it was more fitting for the game, but also more fitting for me as a writer since it wouldn't be as difficult as some of the other narratives (being important since I in terms of creative writing/story writing I'm still very much a beginner) and due to it most likely requiring less time than the other narratives, giving me the time to complete my other tasks.
By the point of developing the basic concept for my story, I had already decided on the type of narrative I would be using. But I still decided to go back and see if any other narratives would have worked, or how my story could change by using them.
When experimenting with 'limited branching' I found that there could be some areas of my game where the player is given an option at certain points of the story. Throughout my story, there are times when there's a new character introduced (almost one new crew member per level). A few of these character only join the crew after being helped by the player, so my trail of thought in terms of this was giving the player an option to help them or not. However, my first idea for this was to make it so the player could return to the character at any point in time to help them, leading to them joining, but then gave more of an impression of a side quest or mission (which could still work).
However, upon experimenting, I decided it would be best if the man joined the crew by the time the player left the island, no matter which option was picked.
Encountered by a man seeking help
Player declines the characters request
Player accepts the characters request
Adventures around the island, carrying out the main objective of finding the map
Helps the man by obtaining the requested item(s). Is rewarded by receiving a hint to the whereabouts of the objective/map.
Ends up finding the requested item, and therefore picks it up.
When returning to the village, the item is given to the man.
When returning to ship, the character you helped asks to join the crew. Man joins crew.
Joins crew. Next island/level is travelled to.
Events of next island occur...
After carrying out this experimentation, I decided that I still preferred my concept of a more set and linear structure to the story/levels. Although I still think this experimentation was useful as it's allowed me to see how my story could take different forms (such as characters joining or not, and how that would impact gameplay and the story).
Concept Experimentation
During the early phases of the project, I had come up with a number of story and character concepts that I progressively developed. These concepts were then narrowed down, and further developed to see how the story seemed. These were then voted on to get to my current concept.
Additionally, a number of my character concepts had a decent amount of experimentation during the early phases of the project.
Originally I has the concept of implementing the mixed race aspect to my protagonist by making him a human and alien hybrid, as I felt this was a good way to portray a mixed race of sorts, but also to show the themes of the game (being fantasy, sci-fi). However this then changed to the protagonist being a human and octopus hybrid, as I thought having the mixed race including some sort of sea creature (such as many of the creatures/races shown in Aquaman, 2018). However, as I further developed the story, I decided to take the approach of having mixed race shown as human and machine, which is more of a stretch to portray mixed race, but I liked the link to sci-fi that it would create.
There were also two other characters who experienced more experimentation than other. These characters being the father and the antagonist.
One of my first concepts was to have the antagonist, the mecha shark, become a ship to the father who would take the role of antagonist. At the time of creating this concept for these characters I also developed a story concept to go with it. In the end, we went with a different concept, which meant the character concepts once again changed to the shark being the antagonist, and the father being trapped inside the shark.
However, the shark continued to go through some changes.
At first, if the shark was the antagonist I had planned for him to have human-like feature such as speech. However, after writing the outline for my story, I felt that the shark being more like a wild, real life shark (in terms of behaviour and not being able to talk) was the better approach.
World/Level Concept Experimentation
The different themes that I was thinking about/possibilities.
Character Concept Experimentation
(Mainly the shark being a ship, and the father being the antagonist, changing to the shark being a talking antagonist with the father being trapped inside, and then the shark changing again to more of an actual shark where it doesn't talk. Then also the development of the sidekick, and the mother - in terms of being able to save her or not?)