Journey

Business & Marketing, RUIN

In Progress: Prototype Video Teaser!


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Hey Everyone,

Today is an exciting day. We’re working on our first Ruin prototype trailer with our friends from the videography studio, Friendship Club. The trailer will be used only for the opening pitch during the UC Davis Winter quarter Game Devs club meeting to promote the game and to engage more student involvement.

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This time around, especially after 3 months of hard work from the Dissonance team and our Fall quarter student volunteers, we want to show off a new face of the company that really demonstrates the seriousness we have for finishing this game.

The trailer will be released around the second or third week of January.

GEET EXCITEDDDD

Business Perspective:

For those interested in why we’re doing this from a business perspective, this is a marketing tactic to experiment how much more engagement we’ll get using a purely visual-audio presentation. We assume the sample size and distribution (what major, undergrad vs. grad) of students is roughly the same each quarter.

Last quarter, we presented a PowerPoint and our game concept alone was able to carry us into second place in terms of number of students interested in working with us (2 programmers, 4 artists, some floaters). I mean, come on, who doesn’t want to see a Journey + Shadow of the Colossus combo?!

A well-rehearsed speech and clean colorful slides unfortunately were not powerful enough to beat out the first place team, who had an entire PowerPoint designed to mimic an in-game UI. It had “buttons” that you could press to simulate a character selection screen. It was beyond jaw-droppingly awesome.

If this video teaser deems successful in grabbing more top notch talent or social media followers, then we’ll invest in more video productions throughout the game’s development lifecycle.

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RUIN

Tortured in DayZ


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I’m sure a lot of you have seen this video by now.

Imagine the Walking Dead as a mass multiplayer online game. That’s DayZ. You are placed into a zombie-infested world where you must learn to survive by finding food, forming alliances, and even hunting down other players. In fact, there’s not even that many zombies. It’s all one big psychological experiment.

Now go watch or play Journey by thatgamecompany. What do you think is similar about these two games?

That’s right. They both test a player’s morals and values in a virtual setting.

A study showed that when you place people into a virtual world, real-life rules do not apply. It is your job as an indie developer, especially in a mass multiplayer game, to define the news rules that they must abide to.

In the DayZ video above, the other player displayed true characteristics of a psychopath. The game allows this to happen by giving players the power to do things such as breaking legs, tying up their hands, and removing their clothes.

Now take Journey. Founder Jenova Chen said himself that based on initial prototype testing he would strip all game mechanics down to the most basic forms of collaboration. He introduced rules into the game such that people would only be able to “help” and talk amiably to each other.

In either case, these games were able to create the ultimate personalized experience by allowing players to convey their own values to other strangers and build a unique relationship (whether it be friendly or torturous).

Both these games are major inspirations to Dissonance for those reasons. Our portfolio of games will provide a personalized experience that challenge your individual values.