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LET'S STAY CONNECTED

Concept Document 

CONCEPT

To the user, the game starts off seemingly like a harmless action/battle game - where the main goal is to have the Greek army lay siege near the city of Troy. In actuality, this is a precursor for what's about to happen to the player. The game will ask the player to input information (their name, email address, what type of computer they are playing on). Once inputted, they will be prompted to read a Terms and Conditions Agreement. This process sounds all too familiar? Most people who sign up for social media accounts do not properly read the Terms and Conditions and see how much of their information is being shared to organizations. By blindly accepting, there are consequences... which is what this game is all about. Once the player clicks on 'Agree' a simulated fake Trojan Horse Virus will pop up in a form of a gif. It will say that the virus download is complete, scaring the player. Then, it will bring you back to the game and introduce itself by addressing you and the information you have previously inputted. Like a Trojan Horse, the Hacker causes a target (you) to invite a foe into a securely protected bastion or place.

The game will follow in a multi-linear narrative, where the player is the main character, trying to protect their personal online activity and information. The 'Hacker' will try to blackmail the player, stating they have access to their online activities and will expose of them. There will be a time frame to complete all of the Hacker's orders and tasks. The main dialogue will be between the 'Hacker' and the player themselves, prompting them to select a perform various tasks online. Other characters experiencing the same virus stimulation as you (being hacked and blackmailed) will be interacting with the player as well. Even if all the tasks are successfully fulfilled before the timer runs out, the 'Hacker' will proceed to leak all of your information. 

This concept and story is a critique of privacy risk and social media. This simulation is meant to inform and teach players that they should be hyper-aware of the information they are sharing. The simplest way to avoid being a victim, is to never click on links unless you’re sure of the actual source.

Premise: TrojanWar 

In this age of smartphones and computers, electronic devices have become our true companions. But, are the advancements in technology an advantage or disadvantage to society? 

The core idea of this interactive story is to provide a critique on the current debates around data security, information privacy, and the policies surrounding them. The premise of this story was inspired by Black Mirror, a popular Netflix Original series exploring techno-paranoia, tapping into the collective unease about the modern world. Another source of inspiration was from the Greek story of the Trojan War, in which the Greeks give a giant wooden horse to their foes, the Trojans, ostensibly as a peace offering. But after the Trojans drag the horse inside their city walls, Greek soldiers sneak out of the horse's hollow belly and open the city gates, allowing their compatriots to pour in and capture Troy, ending the war.

The story follows the epic struggle of between the mighty trade city of Troy and the alliance of Greek city states. The mighty Greek army must establish itself near the city of Troy and lay siege. Can the Trojans strike a bold attack against the Greek main camp and break the siege completely? Will the Trojans dare use the Trojan Horse gambit?

This will be the paragraph description of the interactive story. But in reality, the user will be facing a game much more horrifying. 

GENRE

Medium and Platform 

Interactive fiction game on web. To do this I will be using Wix and Twine 2.1 an open-source tool for telling interactive, nonlinear stories. With Wix, I will be using pre-built web templates to build the webpage.  With Twine, I will be using this program along with some HTML + CSS to achieve this text based 'choose your own adventure' game and embed it into the webpage for users to play in their browser, allowing them to access it anytime from anywhere. Interactive fiction (aka text adventure games) was widely popular in the 1980's. They were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience. This medium was chosen since it focuses primarily on the text, the users imagination and logic. Modern day video games tend to focus too much on flashy graphics and less on the plot and narrative. With this medium, users are able to fully immerse themselves into the storytelling experience. 

simulation ∙ horror ∙ thriller

INTENDED AUDIENCE

Teens and young adults (digital natives) who enjoy participating in online activities - such as social media and online video games. 

INTERACTIVITY

The story will be in a 'Choose your own adventure game' set up. Having text and hyperlinked choices for the user to interact with. Once the player clicks on the prompted choices, each choice will have varying outcomes. Using the interactive hyperlinks, it also reinforces the central theme to never click on links unless you’re sure of the actual source.

INTERACTIVITY
PRE-VISUALS OF CONCEPTS

WEBSITE I.F INTERFACE

TWINE 2.1 STORY (WIP)