Grow is a rapid-prototype that I created in under a week. Everything including the brainstorm, design, development, re-design, and implementation all occurred in a few days. Below is footage from a game walkthrough as well as a short proof of mechanics. Following that is an accompanying paper I wrote that both explains my process and justifies its classification as a game.
Concept
Games challenge us. They compel us to identify a set of rules, play by these rules, and make decisions to advance us towards a goal. Although this goal can manifest itself in the most abstract or concrete forms, it is ultimately the driving force behind the game.
My goal for the final project is to challenge the player in a new way. I created an experimental game in an attempt to deviate from traditional norms of game play to see what happens when conventions are opposed. This presents two questions that I strive to answer; Does this result in a positive experience? If it doesn’t, will it get the player to question or consider the elements and choices of the game’s design?
Design
My process begins with the input. The interactive element of a game is arguably the most crucial component. For this aspect, I find it necessary to be the most bold. Instead of using a physical input device (controller, keyboard, etc.), I use sound. This is not only uncommon, but invites the player to be conscious of sounds rather than simply be amused by the game’s sounds.
The next step is creating the challenge. For this, I attempt to internalize the challenge within the player. The challenge becomes about showing restraint, or in buddhist terms, non-action. Instead of externalizing the actions by pushing buttons, or in this case, making sound, the input encourages the player to suppress their impulse for action.
The final step is to create the objective, or goal. There are two parts that make up the goal; the tangible result, and the inherent nature of it. The latter can best be contextualized by defining it as either a finite game (a conclusion with a concrete ending) or an infinite game (one that never temporally ends, but only “ends” when the player stops playing). Games too often rely on this finite state of achievement, be it defeating an opponent, obtaining a score, or defeating the final boss. Although the alternative notion of an infinite game has been explored (through MMORPGs, Simulations, etc.), I find it is still under-utilized. The goal becomes something that is created by the player, not defined in the rules. This allows for more open-ended game play, enabling the player to get as much or little from the experience as they choose. This concept supports the underlying theme of my game, making it the obvious choice for the goal.
Conclusion
By adhering to the above rules and objectives, the game strives to provoke a deeper meaning. The intended purpose is to accentuate the process rather than the superficial objective as the driving force. Although there is a goal that can be “achieved”, it serves to be a projection of the internalized results.
The meaning I set out to instill is one of meditation and thought. By taking non-action, the player ideally becomes aware of the sound and space surrounding them. In order to advance the game you must not act. This inspires the player to experience stillness if they choose to “win”. During this void, inner thought must prevail.
In conjunction with thought, the visual accompaniment is meant to reinforce the power of the meditation. The transformation from a clustered and bustling urban environment to the beauty of nature parallels the internalized narrative that is suggested by the game play elements. Essentially, Grow is about evoking emotions and feelings generally associated with mind-clearing activities such as yoga or meditation through the means of gaming.
