Dev Log #1.2

However, SCP-XXXX, commonly known as the “backrooms” is what I want to focus on for this project. It is, in other words, an infinite space that exists in the back of your head. More so, its a physical space where dreams and your subconscious lies. Ever have moments where you feel like you’ve been in a moment before, Deja vu? Yeah, this is where it happens.

I think it would be very interesting to use this space for the majority of the project, as well, it is infinite. Anything made here can technically be considered cannon. It’s an eerie place, despite what the meme’s have manifested it to be.

 Select a subject for older learners that could be taught as a serious game. This game could be for training purposes, for an advanced educational topic, or to educate people about a health, social, or public policy issue. What is the “spoonful of sugar” in this game?

Handler Miller, C. (2008). Digital Storytelling (2nd Edition, Chapter 11). Focal Press

Again, using the textbook, I would definitely consider the backrooms to be part of the more mature audience, especially considering how many explicit and unmanageable the backrooms can get. Everything is almost out of your control, yet it is in your control.

Something isn’t right about this…

Ok, sure. The backrooms is an infinite space of creativity, so what could be so wrong about this concept? You can say it will get bland after a while. Yes, you can have interactions between characters but the main way of getting around this place is moving from room to room.

Just this movement and gameplay alone can get tiresome after a while, moving between rooms and make choices that most likely will only impact where you end up. You’re basically moving around a physical space.

Though what I can say is this place can be a wonderful setting, combined with the earlier mentioned aspects of DnD. Something cool could be created here, something interesting that’s for sure.

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Comments

2 responses to “Dev Log #1.2”

  1. kblair Avatar
    kblair

    I don’t think the back room has to be bland when moving from room to room — some of the exploratory choices could impact what’s going on later, even if there isn’t a huge amount of direct character interaction.

    1. danish Avatar
      danish

      Hi Kath!

      I honestly didn’t think about this in brainstorming. I think when I was writing about this I was mainly thinking of basic mechanisms (ie. moving from one room to the next) but you’re totally right. Somethings can happen through room movement (such as encounters, picking up on clue, etc.) I’ll definitely try and incorporate some sort of variable in Twine to accompany this room movement so it doesn’t seem so bland. Thank you so much for your comment 🙂

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