Project 3: Zine Game
Final Submission Due: Week 10 Thursday, December 5
Please read the How To Submit page for more detailed instructions.
Prompt
At the start of the quarter, we unpacked the many possible meanings of the term "engine."
To conclude this course, our final project will focus on this definition of the "engine":
"A person or group of people which influence a larger group; a driving force."
"Anything used to effect a purpose; any device or contrivance; an agent."
Build a zine game that acts as an engine for containing, transferring, and transforming ideas, beliefs, and principles.
Consider the following options:
- An original game inspired by a personal experience;
- A personal response to an existing piece (a film, a manifesto, an article, an event...);
- A gift or letter exchange addressed to someone, or a group of people.
- A metacritique of what a game engine can do, or what games could be.
You may also consider extending upon or remixing a previous project as long as it meets the project prompt and requirements. Your project proposal must be approved by an instructor / TA prior to the submission.
You are also welcome to work in groups of 2-3, please consult the instructor / TA for further directions beforehand.
What is a zine?
A zine is a small-circulation booklet or magazine, often created by hand or using digital tools through self-publishing. Unlike traditional magazines, zines are characterized by their DIY ethos and independent spirit. They cover a vast array of topics, from personal stories to art, poetry, and music. They’re standout pieces of print media because they can be as varied as the creators behind them.
A zine can also be thought of as a form of participatory culture, which has low barriers for artistic expression and civic engagement. Considering the tools we have today, blogging, website building, and game-making can be tools for zine-making as well.
Ultimately, zines allow creators to explore topics close to their hearts, share their perspectives, and connect with like-minded individuals. They often challenge convention, offering alternative viewpoints and fostering a sense of empowerment among readers and creators alike.
Some examples / inspirations:
- Submissions to the Zine Idea Generator game jam.
- A collection of interactive zines on itch.io using HTML5 Reader for Electric Zine Maker
What is a zine game?
Just like how zines (or small-scale, self-published works) offer avenues for communication, expression, and knowledge circulation amongst niche and marginalised communities, zine games emerged from the desire to reclaim individual authorship and creative autonomy in videogame development from mainstream industries.
If games could be whatever and however you wanted them to be, what ideas, stories, and play experiences would you like to include?
What sort of games could emerge only if they were authored by an individual or small group of people, uninhibited by the interests of external forces and stakeholders?
Personal Zines (Perzines)
autobiographical, sharing personal stories, experiences, and reflections.
game mechanics based on real experiences
Postcards
Poetry / Literary / Essays
Requirements
There will be a project sketch due on Week 8 Thurday, November 21. Please bring your ideas / prototypes to class for discussion.
Your project must address the prompt above, and must have sound.
AND include at least two of the following aspects into your project:
Interactive Text
A linear journey. A branching dialogue system. A visual novel. Text is an easy way to set the tone and context of your piece. If you're interested in getting into the weeds of writing, consider implementing a system for interacting with your text.
Camera Systems
Consider the perspective and point of view of the players. Include multiple camera perspectives in your project. This could be set up using overlay cameras, camera switching, or a more elaborate camera sytem like Cinemachine.
Inventory / Collections / Save System
The inventory as metaphor or device for storytelling can be seen as an alternative and, as Le Guin argues, precursor to linear, heroic modes of fiction.
Through design, inventory items carry meaning, further solidifying an invented world, elaborating on relationships, alluding to narrative futures.
While a jump is immediate, items have potential and an inventory holds the branching possibilities from which your player-character can select.
As a prosthetic extension of the player character's form, inventory items also change how a player engages with the surrounding territory.
Evaluation
Your final project will be evaluated according to the guidelines listed in the course syllabus.