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

Theme: Stillness

Method: Create a pitch for a short game that juxtaposes a serene atmosphere against a fast-paced background, and consider the literary/metaphorical uses this image could have.

Context: Partly inspired by Presentable Liberty - in which players are stuck in a jail cell and must wait for people to write letters to them in real time. The player has virtually nothing to do, and the only way they can learn about the tragic happenings from outside the jail’s walls is through reading letters and imagining for themselves.

Also partly inspired by Lakeview Cabin - a 2d horror game in which the player can spend two in-game days exploring the titular cabin, before their dead wife comes back to hunt them down. It’s slow and seemingly without a goal, right up until the final act. ...It’s way more macabre than the sort of game I’d like to make, though.

Response:

Long Night is a game about trying to get to sleep when your world is falling apart around you - both literally, and metaphorically.

Players take control of a person who lives alone in an apartment. After tossing and turning endlessly in their bed, they give up and attempt to find a way to relax enough to get to sleep. Unfortunately for them, that’s going to be a bit difficult. There’s currently an epic battle between a superhero and supervillain happening right down the street, and it’s very distracting.

Players can explore three rooms in the apartment; the bedroom, the lounge/kitchen, and the bathroom. They can engage in a number of light activities to pass the time;

  • They can put a kettle of tea on, which takes several minutes to boil. The player can then carry the cup around the apartment with them and take sips from it at will (a la Animal Crossing's coffee).
  • They can turn on the TV, which is showing a news bulletin. If the player stands close to it, a caption pops up on the top of the screen indicating what is being said. If they leave, it merely becomes quiet background to break up the silence.
  • They can turn on the radio, which plays jazz.
  • They can try taking melatonin or having a shower in the bathroom, which ultimately does nothing.
  • They can read a book. The protagonist will sit on a chair as they do so, and a text overlay will show what’s being read. Time still progresses. The player can still see everything happening around them.
  • They can just explore. As the player looks around the apartment, they may notice bits and pieces that hint at the real thing that’s making it hard for the protagonist to sleep. (Perhaps an argument with or the death of a loved one? Or a recent diagnosis of a chronic illness?)

As the player pokes around, they’ll notice a background rumbling sound, and the room will occasionally shake and drop plaster from the ceiling. Opening the curtains reveals the surrounding city - and, bizarrely, the battle that is taking place there. It’s this fight that is causing the entire building to shake, but from the player’s perspective it’s almost entirely out of focus. Players will often see flashes of bright light from behind the neighbouring skyscrapers, or smoke, but they will only see a brief glimpse of the fighters every few minutes.

Clicking on the window will result in a closeup of it, including the bored reflection of the protagonist. They can sip tea if they’re holding it, but otherwise there’s nothing to do here. They’re just a spectator.

Late in the night, there’s a knock at the door. Another person comes in, clearly distraught about the ongoing fight, and joins the player in watching the spectacle (either via the TV or the window). The player can bring them a few things to comfort them - blankets, tea, snacks - but no words are ever said.

Eventually, the two both fall asleep on the couch, and the noise of the fight fades out. The fighting hasn’t stopped and their problems are far from over - but in sharing their problem and their company, they both manage to overcome their worry and sleep.

(So basically the outside fight is basically just one big ol’ metaphor for internalizing your own fears for the future, and how it’s important to take a break from thinking about it so you can take care of yourself. Also, talking with people makes coping easier. Or something like that.)

About This Work

By Courtenay
Email Courtenay
Published On: 28/09/2018

academic:

play

mediums:

written

scopes:

sketch

tags:

APD, APD Week 10, Advanced Play Design