Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

This work examines how interactivity can be used to communicate and experience adaptive flexibility through the media of narration and game. This work gives treatments to the basic idea of a chase and run game such as Temple Run and Subway Surfers, which requires players to physically move their body as an input for the character’s movement and have the output in the opposite direction of the input. By doing so, I intend to challenge the player to practice the ability to adapt to survive in a challenging situation as a survival skill. I reflected on the pandemic that is going through, which demands us to keep adapting to change. Players are invited to adapt to do the opposite movements although they defy our innermost instinct and intuition in order to pass the game.

This work is similar to the game Runaway VR by Panoramik Inc (released 2017), which is a very identical Temple Run game only in VR. By examining the game, I reflected that the game difficulty comes from the running speed of the character while having the same environmental challenges. Having played similar games myself, I think it gets monotonous at some point. To avoid this and to suit my intentions, I decided to have mini objectives and a final objective in my interactive game plan to give more motivation to the players. I also give a clear endpoint to support my intention of having an installation, which is more restricted in terms of playing time. Through the feedback from tutors, I was invited to reflect and expand upon my premise better into a more meaningful interactive work plan.

About This Work

By Eugenia Cynthiaputri
Email Eugenia Cynthiaputri
Published On: 26/04/2022