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RORRIM



This project was developed as part of my bachelor's thesis. My bachelor's thesis consisted of a theoretical part, in which a thesis and a research question were formulated, and a practical part, in which this research question was examined in more detail. Rorrim should therefore ideally be considered in connection with the written thesis.



Team

Date

Constrains

Duration

Supervised by



Mehtap Kuruçay

​7th Semester 2020|21

Metaphorical Game | an abstract system as gestalt

2,5 month

Prof. Florian Berger | Felix Schröter



PROJECT DETAILS



My bachelor thesis deals with the following starting point: The connection between design and experience processes in digital games. Specifically, it is about metaphorical game design and how it can evoke certain player experiences. The accompanying project called "Rorrim" is based on the concept of fear, narrowed down to the fear of not having achieved enough and not being able to recognise oneself and the work one has done. This abstract concept forms the core of the game and the starting point for the feeling that is supposed to arise while playing, as well as the basis of all game elements used in the game. From the concept to the mechanics to the design and the use of sound.To create a coherent entity, different metaphors were used based on the theories of Lakoff and Johnson, Fahlenbrach, Möring and Rush. In the project, metaphorical game design is tested and applied.




MY RESPONSIBILITY



Since I was the solo developer on the project, I had to take care of all the necessary areas to create a game. It was particularly challenging to switch back and forth between the role of the conceptual designer and the role of the executive designer.In highly reflective work processes, emphasis had to be given to ensuring that the role of the executive designer was consistent with the role of the conceptual designer. Both of these roles have different weightings with regard to the tasks to be worked on. These priorities influence the way certain decisions are made regarding the core concept and the surrounding metaphors.




Abstract Concept into Gameplay



I started this project with a clearer direction of where I wanted it to go. So I focused less on the aspect of experimenting around to find a core mechanic. Rather, my focus was on translating the abstract concept into gameplay with appropriate mechanics that would reflect the feeling of that specific fear. Mechanics, visual design choices and other decisions were chosen coherently with the design.



Specific decisions



In the final game, I made special reference to four metaphors that are particularly used in German language as well as in everyday actions and ways of thinking.


1. "Auf der Stelle treten", -> which means :

not making progress and always having to repeat the same thing.

2.+3. Movement is progress <-> Standing still is dead

4. Up is good, down is bad


At the end of the game, the shape of fear was deliberately designed against. By offering the player a way out of this paralysing state.



Screenshots



Play here