
This is my own-created poster for the game
Castaway: The Game
Robinson Crusoe and Castaway, both are stories of a man being stranded on an uncharted island and both leaving a clear message for those read or watch them, yet none have been made into a game. Castaway focused on tragic loss, appreciating everything you have, living each day as if it was your last and to a small degree, the effects of isolation. Robinson Crusoe focused more on discovery and return, discovering more about one’s self and returning from the journey whole. A core and clear message that both give to their viewers however is that life is precious and hope is never lost. Each story leave the viewers or readers feeling good and feel that they should get out and live life to their fullest, but none of these stories have inspired anyone to be made into a game.
The reason why though, is that in order to make a game about it – the story and the core message of both stories’ ‘essence’ has to be maintained. Both the book Robinson Crusoe and the movie Castaway was trying to give the message of appreciate everything you have, balance your life with work and life is precious. These messages need to be maintained in order to keep the essence of the film pure. This in a gaming format however would be rather difficult, especially if it was based on the film itself. Andrew Rollings described games as “One or more causally linked series of challenges in a simulated environment.” (Andrew Rollings and Ernest Adams on Game Design Chapter 7: Game-play 2003). Although the movie could have been made into a form of ‘arcade’ game with several mini-games for hunting, fishing or any similar tasks, it wouldn’t do the film justice. In both stories, the readers/viewers are supposed to feel sorry for the protagonist or want him to escape the island alive. This cannot be achieved in this manner, the message of both stories is completely lost but a game about just the story would not suffice either.
In both tales, the protagonist doesn’t have much of an adventure, as the story just deals with how the protagonists survived on their own on the island. Taking Joseph Campbell’s monomyth ‘The Hero’s Journey’(Hero with a Thousand Faces 1949) , the protagonist, in terms of the movie Castaway, doesn’t deal with much its content. This is because the ‘hero’ was a device in order to portray the book and film’s essence and message, rather than the personal journey of the hero itself. A game could be described as having “four of the fundamental game attributes … representation, interaction, conflict, and safety.” (The Art of Game Design 1982). Chris Crawford summarised that games, video games in particular, of all having these four fundamental attributes within each successful game in one way or another. If Castaway was to lack specifically in an area it would be conflict, which a vast majority of games have in one form or another. Although the conflict the protagonist faces is against nature, it isn’t enough as, in the story; the protagonist is almost the only character in the story with no real antagonist to challenge him.
This however doesn’t make a game based on both of these stories impossible, but rather the game has to focus on certain aspects of both stories rather than just the tale itself. Greg Costikyan, on the continuum between stories and games, claims that “…designers should use story elements to strengthen their games when appropriate – but should not be afraid to shy away from the story entirely, at times…” (Costikyan, G 2000). As both stories are portraying a lasting message, the story will be used as a mean on portraying that message. The story element that would enhance the game will be the psychological effects of isolation, in this way the message of both stories are able to be portrayed. This allows the player to explore through their avatar’s life before the island and understand, to a degree, on what the avatar has lost and experienced.
The player, looking through the eyes of the character, will have to make the avatar do things in order to survive, such as hunting, fishing, foraging and making a safe camp. As the player searches for supplies, such as food or wood for a shelter, the avatar will reminiscence on all the things he had before and particular memories that he holds dear. This will allow the player to become more immersed into the game and in turn feel the avatar is the player him/herself (Bartle, R A 2003). The player will also have to ‘train’ their avatar in order to survive; eventually the avatar will gain skills which will allow access to better food, supplies and protection. The player will actually ‘train’ the avatar by achieving tasks such as fishing with a spear. The more the player fishes with a spear, the more better the avatar becomes at it and this will be visible throughout the game by making use of the fact that the player is looking through the avatar’s eyes. For example, in terms of fishing the player with nearly no experience at fishing would only see the avatar draw the spear and throw; however a player who has trained their avatar will see the avatar’s hand drawn in front of them to help in aiming. Becoming adept at certain activities will allow the player to achieve more impressive tasks, as in hunting for boars have the prerequisites of spearing and running. This will be the initial actions the player must undertake in order to achieve the immediate goal: surviving.
The game itself will be an open-world, allowing the player to explore wherever they will. However that would be unwise. This is due to the fact that the island will become more like a jungle the deeper the player explores, featuring all forms of wildlife including snakes, gorillas and panthers while the outskirts will be filled with crabs and sea-life. Exploring the island however is required for the player to progress through the avatar’s mind, each new thing the player encounters trigger is a new memory for the player to explore. The player can also do actions as befriending or farming animals like pigs and cats, some with their benefits and other without. Also finding items from the crash will upgrade the avatar’s abilities in one area or unlock a new ability all together, for example if the player discovers a torch the player is capable to exploring deep caves and making camp in them.
This however comes hand in hand with the psychological effects of isolation and these effects will begin to warp those acquired memories, adding to the main feature of the game. The player will experience their avatar’s descent into madness and how they perceive the world in their own minds. This will dramatically change the game from a simple survival game into a horror-mystery as the player will begin to experience hallucinations and delusions that the avatar will experience, without the player’s knowledge. Things will begin to shift at the corner of the screen, objects the player had set up will suddenly become something else or not there all together. People will begin to appear, seemingly survivors of the crash, but only a figment of the avatar’s mind. This psychological effect will become a main game feature as it is how the player will begin to explore the avatar’s past.
This psychotic effect will also become a gateway for which the player visits the avatar’s memories and therefore progresses through the game. The avatar’s memories are actually the storyline, the gathering of materials/food/making equipment are just a means to access these memories. The memories are actually the goal of the character, the reward and “You almost cannot reward the player enough” (Sid Meier, as in, Graft, K 2010, GDC: Sid Meier’s Lessons on Gamer Psychology). Eventually the memories to culminate onto the avatar’s point of ‘enlightenment’ and the reason his flight crashed. This mystery is the true goal of the game, as it deals directly with the concept of loss and enjoying life. Each memory however would be things that seem trivial to us, but so much more to the avatar such as shopping at the mall with his wife, complaining about going to a dinner party or even just sitting on a bus.
As the game progresses however, the memories become less trivial and much more personal. The avatar will begin to go into depression, his memories becoming more of what he lost and more to why he was on that flight. As he descends into madness, so does his memories begin to change. At first they are colourful and happy memories but as the game progresses they begin to darken, become grayer. The island, in the eyes of the avatar, will become visibly less colourful and darker. Eventually the avatar will begin to see things and perceive them as something else, such as large rocks as cupboards and trees as light posts, as he becomes more and more driven by despair and madness.
The player will originally perceive the player as a tragic figure, having lost his family and friends due to the crash but this however is changed as the game progresses. Eventually the player will begin to witness a great deal of the ‘appalling’ things the hero has done and how those actions brought him on the plane in the first place. The people that the avatar imagines that exists are revealed to be ‘ghosts’ of the avatar’s past evils. Ultimately, the memories will reveal how the avatar was the cause of the plane’s crash and will finally see the avatar fall into despair wishes for redemption. This however will be decided on how the player treated each memory and actions within the island, such as befriending feral cats to catch rats to hunting the mother pig or their young.
In order to maintain the message that Castaway and Robinson Crusoe were trying to portray while still making the game interesting enough for a player to explore, this kind of treatment is necessary. By exploring the extremes of the psychological effects of forced isolation, the player will then gain from the avatar’s experiences their loss and despair. As the player views the world through the avatar’s life and his struggle to survive, the player will see the message of the game as well as the stories. In this way, the essences of both tales are given form within a gaming format.
References:
Crawford, C 1982, The Art of Computer Game Design
Rollings, A and Adams, E 2003, Andrew Rollings and Ernest Adams on Game Design, Chapter 7: Gameplay
Campbell, J 1949, The Hero with a thousand face, United States
Daniel, D 1719, Robinson Crusoe, England
Cast Away 2000 , Film, Robert Zemeckis, USA
Costikyan, G 2000, Where stories end and games begin
Retrieved from http://www.costik.com/gamnstry.html
Bartle, R A 2003, A Self of Sense
Retrieved from http://www.mud.co.uk/richard/selfware.htm
Graft, K 2010, GDC: Sid Meier’s Lessons On Gamer Psychology
Retrieved from http://www.gamasutra.com/view/news/27654/GDC_Sid_Meiers_Lessons_On_Gamer_Psychology.php
Bibliography:
http://en.wikipedia.org/wiki/Solitude
http://en.wikipedia.org/wiki/Sensory_deprivation