The Longest Walk: A Retrospective of Biographical Game Design

Alexander James Tarvet
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Abstract

This paper discusses the design of an original biographical game that is of deep, personal relevance to the designer. The Longest Walk was designed and developed using documentary process and interrogated through Narrative Portraits to authentically convey my father's experience of living with depression and suicidal intent in an interactive experience with documentary quality. The game takes place on a walk over the Tay Road Bridge (Dundee, UK) – an infamous local landmark for those seeking to take their own life – and makes use of interview audio and point cloud data to strive for indexicality and as a method of expressive framing. This paper reflects on the interweaving of documentary practice with game design practice and serves as a demonstration of how a documentary-like quality can be achieved in games based on lived experiences.
《最长的行走:传记式游戏设计回顾
本文讨论的是一款原创传记游戏的设计,它与设计师有着深刻的个人关联。《最长的路》的设计和开发采用了纪录片的方法,并通过叙事肖像的方式进行了审问,以一种具有纪录片质量的互动体验,真实地传达了我父亲与抑郁症和自杀意图一起生活的经历。游戏发生在Tay Road Bridge (Dundee, UK)上,这是一个臭名昭著的当地地标,对于那些寻求自杀的人来说,这是一个臭名昭著的地标。游戏利用采访音频和点云数据来争取索引性,并作为一种表达框架的方法。这篇论文反映了纪录片实践与游戏设计实践的交织,并展示了如何在基于生活经验的游戏中实现纪录片般的质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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