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Workplace Dissonance 

August 2023.

Made in GameMaker 2.

Using Procreate & LogicProX.

Coded in GML.

Solo.

Genre: Experimental Mini-Game Suite for Ludonarrative Testing

Platform: PC, Online version

[Game Design Document]

[GitHub]

[Thesis]

[Play Online]

[Full Play-through]

Design Overview:

Project Scope:

  • Develop "Workplace Dissonance," an experimental mini-game suite.

  • Create standalone mini-games exploring ludonarrative dynamics.

  • Craft each mini-game meticulously to dissect gameplay and narrative conditions.

  • Utilise GameMaker 2 for development.

  • Incorporate Procreate for artwork and LogicProX for audio.

  • Code the game in GML (GameMaker Language).

  • Execute the project solo for a thesis.

  • Focus on PC platform with an online version for accessibility.

  • Conduct primary research to gather data on ludonarrative dynamics.

  • Explore gameplay experiences that forge deep emotional connections with players.

 

Design Goals:

  • Replicate ludonarrative conditions prevalent in popular titles.

  • Gather primary research data to refine understanding of ludonarrative dynamics.

  • Unearth the synergy between gameplay mechanics and narrative storytelling.

  • Craft a mixture of effective and ineffective narrative / gameplay scenarios.

  • Create a collection of mini-games with distinct ludonarrative experiments.

  • Ensure controlled environments for accurate data collection.

  • Test for  engagement and satisfaction through gameplay.

  • Utilise audio and visual elements to amplify player engagement in controlled manner.

  • Challenge conventional notions of ludonarrative dissonance.

  • Propose guidelines for effective ludonarrative game design.

Steps Taken to Achieve This:

  • Conceptualise and design five standalone mini-games with distinct ludonarrative experiments.

  • Develop the mini-games using GameMaker 2, coding in GML.

  • Create artwork using Procreate, maintaining a consistent style.

  • Design original musical compositions and sound effects using LogicProX.

  • Implement gameplay mechanics tailored to each mini-game's experiment.

  • Conduct post-game surveys to gather primary research data.

  • Analyse research findings to reveal insights into ludonarrative dynamics.

  • Document results and propose guidelines for effective game design.

  • Prepare the game for online access to facilitate greater research participation.

 

 

Evolution of the Project:

  • Originally there were more situations conceptualised but to effectively make use of the time and to optimise development pipeline multiple concepts were folded into single games.

  • Initiation: Conceptualisation of "Workplace Dissonance" as a thesis project.

  • Development: Creation of five mini-games exploring ludonarrative dynamics.

  • Research Phase: Conducting post-game surveys to gather primary research data.

  • Analysis: Analysing research findings to reveal insights into ludonarrative dynamics.

  • Documentation: Documenting results and proposing guidelines for effective game design.

  • Dissemination: Making the game available online for research participation.

  • Publication: Sharing research findings and guidelines with the academic and game development communities.

  • Continued Exploration: Continuously exploring the intersection of gameplay and narrative in interactive experiences.

Project Intent:

"Workplace Dissonance" is a solo creation for my thesis that represents a pioneering research project, featuring a mini-game suite meticulously crafted to dissect and explore the intricate interplay between gameplay and narrative conditions—commonly referred to as ludonarrative. The primary objective was to gather primary research data, casting a spotlight on captivating and thought-provoking ludonarrative dynamics. These insights serve as the bedrock for future investigations into crafting gameplay experiences that forge deep emotional connections with players.

 

Summary:

"Workplace Dissonance" exists as a collection of standalone mini-games, each thoughtfully replicating the ludonarrative conditions prevalent in popular titles, all within meticulously controlled environments. Data gleaned through post-game surveys acts as a beacon, guiding our focus towards elements warranting in-depth examination. The goal was to unearth the intricate synergy between gameplay mechanics and narrative storytelling, thereby refining the art of delivering profoundly empathetic gaming experiences.

 

 

The Games:

Quality Assurance:

Our controlled game in the experience, introduces violence as a core mechanic—a characteristic often found in popular games. Players assume control of a character engaged in a game, culminating in four distinct endings closely aligned with their performance. The narrative remains benign, yet not devoid of stakes.

 

The Chase:

Inspired by linear adventure games such as "The Last of Us," this mini-game introduces a captivating discord between narrative tension and gameplay engagement. Players manoeuvre a character being pursued, yet there are no loss conditions contradicting the perceived tension. Specific actions are required from the player, affording no room for alternative paths.

 

The Break Room:

Borrowing inspiration from "Spec Ops: The Line," this mini-game introduces players to an invisible choice. By adhering to the narrative's prescribed win condition, players inadvertently achieve the "bad" narrative ending. This experiment delves into the intricacies of player choice and the influence of pre-established gaming instincts.

 

Flat Pack:

Exploring the dissonance between narrative and game worlds, reminiscent of JRPG-style games, this mini-game centres on the dichotomy between these. While maintaining this detachment, a level of harmony between gameplay and narrative context persists. The gameplay intentionally invokes frustration, intensifying the effects of this environmental disjunction.

 

My Choices Matter:

Drawing inspiration from narrative-rich RPGs like the "Mass Effect" series, this mini-game explores the significance of player choices. In this context, superficial choices are meticulously designed to wield no substantial influence on the outcome, plunging into the impact of inconsequential choices on ludonarrative experiences.

 

 

Gameplay Mechanics:

Quality Assurance:

The gameplay mechanics in the control game have players' adherence to instructions, met with either praise or reprimand depending on performance. Core mechanics encompass movement, interaction, and shooting, supported by secondary mechanics involving score, time, and targets. Controls are streamlined, utilising arrow keys for movement and the spacebar for shooting.

 

The Chase:

This mini-game embraces a straightforward loop where players utilise Arrow Keys for movement and the Spacebar for context-specific button prompts. Core mechanics revolve around movement and prompt-specific button presses, with controls intuitively managed through arrow keys and the spacebar.

The Break Room:

Players embark on a compelling journey through a workplace maze, strategically navigating coworkers' vision cones to reach the break room. Core mechanics include movement and a detection meter that progressively fills within vision cones. Navigation is executed using arrow keys.

 

Flat Pack:

The game tasks players with carefully manoeuvring a cursor through a maze, strictly avoiding contact with maze walls. While the task is narratively mundane, the accompanying audiovisual spectacle injects an unexpected intensity. Secondary mechanics encompass time tracking. Mouse or trackpad movement facilitates gameplay control, depending on the chosen version.

 

 

My Choices Matter:

Central to this mini-game is dynamic conversation, where players choose responses to progress through dialogue. Point-and-click mechanics seamlessly drive dialogue control, forming the crux of the gameplay.

 

 

Art & Audio Direction:

Art Design:

The artwork maintains a consistent style throughout, ensuring contextual relevance. Emoticons are thoughtfully employed to imbue characters with distinct identities and emotions. While visuals are not the primary focus of the experiment, they are intentionally designed to amplify player engagement while maintaining controlled conditions.

 

Audio Design:

Soundscapes come to life, enhancing narrative context and delivering timely feedback for gameplay actions. Original musical compositions and meticulously crafted sound effects contribute to a cohesive experience across the suite. Although not directly studied in this instance, audio plays a pivotal role in overall immersion and consistency. Audio was created in collaboration with Roman Banwell with music written by me.

 

 

What did this reaserch reveal?

  • Engagement and Narrative Harmony:  Tesearch revealed that players, in general, find game narratives that achieve ludonarrative harmony more engaging and evocative than games that do not. However, the primary research emphasised that games with engaging and satisfying gameplay tend to be better received overall. This underscores the pivotal role of gameplay as the cornerstone upon which a compelling game narrative can be constructed.

 

  • Harnessing Ludonarrative Dissonance: Rather than dismissing ludonarrative dissonance outright, this study suggests the concept of "Ludonarrative Cohesion," a term that advocates a more balanced and open-minded approach to evaluating the interaction between gameplay and narrative. The analysis of "The Break Room" exemplified how dissonance, when thoughtfully applied, can enhance the overall gaming experience, challenging the notion that it should be regarded solely as bad design.

 

  • Guidelines for Effective Game Design: The research proposed several guidelines for effective ludonarrative game design:

    • Embrace ludonarrative dissonance as a creative tool.

    • Prioritise engaging gameplay, recognising it as the foundation of player satisfaction.

    • Utilise games' unique ability to instil empathy and create shared experiences between players and characters.

Conclusion:

This was a brief overview of the results but a lot more information was gathered if you would like to discuss this research further please feel free to reach out to me. The game will be made freshly available in the near future with a refined methodology, if you are interested in the research please play the game once it is available again take the survey and be part of the experiment!

Flat Pack:  The game tasks players with carefully manoeuvring a cursor through a maze, strictly avoiding contact with maze walls. While the task is narratively mundane, the accompanying audiovisual spectacle injects an unexpected intensity. Secondary mechanics encompass time tracking. Mouse or trackpad movement facilitates gameplay control, depending on the chosen version.
Borrowing inspiration from "Spec Ops: The Line," this mini-game introduces players to an invisible choice. By adhering to the narrative's prescribed win condition, players inadvertently achieve the "bad" narrative ending. This experiment delves into the intricacies of player choice and the influence of pre-established gaming instincts.  ​
Drawing inspiration from narrative-rich RPGs like the "Mass Effect" series, this mini-game explores the significance of player choices. In this context, superficial choices are meticulously designed to wield no substantial influence on the outcome, plunging into the impact of inconsequential choices on ludonarrative experiences.
The Chase:  Inspired by linear adventure games such as "The Last of Us," this mini-game introduces a captivating discord between narrative tension and gameplay engagement. Players manoeuvre a character being pursued, yet there are no loss conditions contradicting the perceived tension. Specific actions are required from the player, affording no room for alternative paths.
The gameplay mechanics in the control game have players' adherence to instructions, met with either praise or reprimand depending on performance. Core mechanics encompass movement, interaction, and shooting, supported by secondary mechanics involving score, time, and targets. Controls are streamlined, utilising arrow keys for movement and the spacebar for shooting.
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