Independent Project #5 Inspirations

 This blog will be going over some of my inspirations for 'Invasion of the Gibbies' and what informed my creative decisions when it comes to this game/project overall.

(Dani, 2021)

Muck

Muck as an inspiration is very surface level, only because of the game's aesthetic and that the Gibby model will be human shaped with googly eyes, other than that and the fact that this game is also first person that is where the similarities end entirely. I feel a style to this will give me adequate time to work on the game's mechanics as they should take precedent.


(EPIC GAMES, 2013)


(EPIC GAMES, 2013)
Gears of War: Judgement
Gears of War: Judgement and the Gears of War series as a whole were big inspirations for the gameplay of Invasion of the Gibbies because not only is it an Unreal Engine creation but also because of its horde mode which was one of the first big games to give these wave-based high-score arcade style modes a go in shooters  as a resurgence in 2008 with Gears of War 2 and has had a new iteration with each release. Judgement transformed this formula with its own iteration called Overrun mode, which took this wave based mode and made it player vs. player. Obviously I will not be doing that but it just shows how the concept has transformed and become more complex. Later iterations of Horde would also add placeable defenses throughout levels which I am using a stripped back version of in my game which most closely aligns with Gears of War 3 (2011).

(Treyarch, 2020)

Treyarch's Call of Duty Cold War was also very transformative with the Zombies/ Horde genre too, adding an open world version too showing much the same as Gears: Judgement did, this also applies to a majority of the Call of Duty franchise too with each games' Zombies Mode which is usually in waves and not on a timer unlike Left 4 Dead but World at War's (2008) Nazi Zombies is typically referred to as the beginning of this trend and just as with Gears of War  this inspiration represents the entire series and the type of game as I want for a base for mine.

(Galactic Cafe, 2013)

The Stanley Parable (2013) is ,my biggest inspiration for the metanarrative of my game, as previously stated, I wanted to give the player and the character you play as the freedom to overcome their 'programming' as such and escape the very limited structure of the type of game this is, ignoring the timer and the points and going through a secret exit, obviously you will get a score still for completing that objective but I digress. The Stanley Parable does something similar where the player follows a path set out by the game's narrator but you can ignore him and history and make your own, which leads to hundreds of different endings but that's only if the player defies the narrator and begins to ignore his instructions, the game is seemingly very simple but actually uses that simplicity to better mask a more complex  4th wall breaking narrative beneath the surface and I thought that aspect would be very interesting to include in this seemingly straightforward and narratively shallow (although exceedingly fun) type of game.

Bibliography

 Dani., (2021) Muck Available at: https://store.steampowered.com/app/1625450/Muck/ (Accessed: 12 February 2024).

 EPIC GAMES, People can Fly, The Coalition (2013) Gears of war judgment, Gears of War. Available at: https://www.gearsofwar.com/games/gears-of-war-judgment/ (Accessed: 12 February 2024). 

Galactic Cafe. (2013). The Stanley Parable. Valve Corporation. (Accessed: 12 February 2024). 

Treyarch (2020) Black Ops - Cold War: First person shooter zombie game, Call of Duty®. Available at: https://www.callofduty.com/uk/en/blackopscoldwar/zombies (Accessed: 14 February 2024).

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