Independent learning Requirement–Wang
I applied several things I learned from professor Giglio's book Slay the Dragon: Writing Great Stories for Video Games to my final assignment made by Unity. Although my work is quite simple, it contains the basic elements of game story telling. First, the protagonist needs to have a goal throughout the game. My protagonist's goal is to escape the asylum that is full of zombie-like patients. Second, the protagonist will face difficulties that prevent him from achieving his goal. I set the following difficulties: the door that leads to the next room is locked. Moreover, the protagonist is trapped in a room, while patients are approaching him from behind. If they touch the protagonist, the latter will die instantly and the story will end. In order to escape, the protagonist needs to run from the door that the patients came from. To do so the player needs to get the hints from the researchers diary and the blood words written by the dead guard–to turn on the radio, since the patiences only respond to music. Last but not least, I set a plot reversal in my story to distinguish it from other horror games. The style of my story is dark and creepy in the beginning–the sound of the patiences gasping, the body on the ground, etc. All these elements make a scary asylum that is full of zombies. Once the protagonist turn on the radio, funny things suddenly happen. The contrast between before and after makes the player to burst into laughter.
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