Alongame

Project Overview:

Released a worldbuilding game per week for 4 weeks with creative partners (LARP makers, props designers, personal game creators), iterating off players’ interaction to create the next game.

Roles and responsibilities

Design

Nonlinear & linear narrative design, visual scripting in Harlowe for Twine, tool development, design documentation, bug fixing, analysing playtest data and feedback, gameplay scripting, quest design

Writing

Writing scripts & all supporting material, stakeholder management, topic research, pitching, image editing, iterating in collaboration with multiple departments, deck creation

Process and approach

Process

Pitched to become part of the “writers room”, developed the world and a bank of games with the creative partners and solo for two weeks, then continued to develop new TTRPGs and perform them once a week for a month, iterated in feedback meetings over Zoom, solo developed prototypes in Twine, designed 3 new poetic forms, wrote or copyedited all “in-universe” missives, narrative design and quest design for all of the TTRPGs, created digital card game + art content in Pixlr for gameplay mechanics, deliver a weekly broadcast (Twitch) interacting with players and the new game

Approach

As the world was “cozy semi-historical”, I approached the concept of design centering the question: how do I create the right kind of conflict for meaningful storytelling, without violence or fear as the primary motivating factors? I then used a lot of my historical knowledge from my MA in Modern History (University of St Andrews) to build grounded games that could be played alone but that connected players to some kind of community.

Tools and technologies

Kanban, Pixlr, Zoom, Discord, Twitch, Audacity, Googledocs

Sample of work

https://explorealongame.wordpress.com/the-alongame-shelves-2021/

https://alongame.itch.io/

The Long Dozen Sample
The Exquisite Goose Sample

Team collaboration

Internal

Project Manager kept project running to time and budget, co-developed some of the games with creative partners (LARP makers, props designers, personal game creators)

Client-side

Gathered responses to previous games via website, iterated off players’ content to create the next game, delivered a weekly broadcast (Twitch) interacting with players and the new game

Result and impact

Total 1,549 downloads across all the games released on itch (making for an average of roughly 78 downloads per game)

124 creations (maps, poems, images, etc) submitted by solo players and hosted on the core site. (ie this doesn't include poems, maps, drawings and quilts generated by twitch viewers)

Pieces of participant feedback to reflect impact:

Reflection and improvement

The project was to facilitate escapism and connection during the height of lockdown - it was really rewarding to design solo experiences that nonetheless felt like part of a wider community. I became more comfortable creating emergent narrative, and felt confident and competent creating mechanically driven story via TTRPG elements from dice rolls to deck-building.