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Investigation: A 3D Interactive Exploration

Team 1: Richard Adams, Andrew Grevious, Dalong Hu, Jenna Kohls, Taylor Watkins

ABSTRACT Both of these feature very modular objects with flat textures
The goal of our 3D interactive environment, Investigation, is to which is suitable for our skill sets as a team. The Stanley Parable
give the player a scenario and allow them to explore the takes place in an office setting, so many of their objects were a
environment. To achieve a sense of drive in the player, Investi- direct inspiration for our office setting.
gation follows the story of a person who receives a very strange 2. THE STORY
and cryptic message about the true purpose of his friend’s The story behind Investigation plays with people’s ideas of
seemingly mundane office. The environment starts with the digital security and personal information. Today, personal
player at this office but his friend and all the other employees are information is readily available, sold, and exploited on the
gone. Here the game allows the player to explore on their own, Internet. In Investigation, the story ponders the question: What
and as they explore they’ll begin to find clues that will lead them if everyone’s personal information, every single thing about
to the revelation of what this office’s true purpose is. them, is stored away somewhere for future use or manipulation?
1. INTRODUCTION What is privacy anymore? The story of Investigation also slight-
For this assignment, interaction and exploration were our main ly mimics the ideas in the movie The Truman Show. For the
goals, but to drive this there needed to be an element to compel office worker’s their daily lives are consumed by the actions of
the player forward. The compelling element in Investigation is the player. This is similar to how Truman’s life is a reality show
the story that builds curiosity. The game begins when the player and he has no clue. As the player, your entire life has been
receives a message from their friend Greg. He does not say too followed and when you find the office this is when you realize
much but his message leads you to a nondescript office building that the office workers have been watching you forever. This
where Greg works, but when you arrive, nobody is there. The narrative is intended to help people relate to the main character
office looks very mundane, and what any person would consider and keep them interested in the interactions. Unlike The Truman
a boring place to work. In the main room, there are rows of Show, in Investigation, the player never truly knows what the
cubicles, in the cubicles, there are elements that the player can office was doing with their information. Despite this, they are
interact with like images, paperwork, and blueprints. As the still motivated to turn off the data servers and hopefully get back
player interacts with these items, dialog informs the player that some of their digital privacy.
all of these items are related to the player. The player’s picture 2.1 Narrative in Video Games
from a distance, paperwork summarizing the player’s daily Investigation is a narrative forward game and is influenced by
activities, even blueprints of the player’s apartments. Once the the ideas of Henry Jenkins [1]. This game most fully identifies
player has done enough investigating in the main office area, as an embedded narrative where the player has the agency to
they will be given access to the elevator. The elevator transports move around and discover but as they discover they uncover
the player to a secret lower level of the office building. In the more and more of the plot. Investigation also includes a
lower level is a large room full of rows of data servers. Once confrontational scene where the player must try to escape the
here the player discovers that all of the servers in this room data server room, but most of the gameplay is centered around
contain information only about the player, every moment of the the idea that the player needs to discover more information to
player’s life eternally encased in the technological world. In the know the full story.
room, the player will be driven by the horror they feel to turn off
all of the servers, and as they turn them off the servers begin to
3. MISE-EN-SCENE
In Investigation the mise-en-scene is most important to convey
fall and they must escape without colliding with any servers.
the narrative. In the first level, all of the interactive elements are
Investigation is inspired by games like Superliminal and The
meant to relate to the player while all of the other elements are
Stanley Parable.
meant to convey a normal office setting. In the second level, the
elements may be a bit more abnormal but the purpose of this is
to give the player that sense of unease about what’s to come.
3.2 Sets
For the first level of the game, the office scene, we decided we
wanted the design to look very mundane, as though this could be
any office at any business. This is to hide the office's true
intention which is related to the second level, the data server
level. In this set, the props are important for the gameplay and
the scene itself. Elements like stacks of paper, photographs, and
notes are used to advance the player’s knowledge of the story
and to fill the scene with things that may typically be in an office
setting.

Figure 1: The Stanley Parable design inspiration.


The general gameplay of Investigation goes like this: the player
starts the game with a cryptic message from their friend Greg
talking about how his job is not what the player thinks it is and
the player needs to come to the office. After this message screen,
the player is set directly in the office but it is notably empty, with
no employees, no Greg. The player will then be enticed to move
through the scene and interact with various clues at their own
pace. Clues include things like stalker images of the player, the
player’s apartment blueprints, the player’s personal call logs,
and an activity log of the player’s daily life.

Figure 2: Cubicle model for office scene


On the data server level, we hope to convey the contrast
between a regular office and a secret agency that has been
collecting every bit of information about the player for their
entire life. To achieve this, the first level of the game features a
basic office cubicle and supplies with regular lighting and
coloring. While in the second level, we’ve included emergency
flashing lights and big rows of complex-looking servers to make
the player understand the significance of the change in environ-
ment. The lighting in the data server room is similar to what
Bordwell describes as low-key lighting [2]. This lighting
scheme indicates that the environment is more dangerous and
mysterious than the previous scene.
Figure 4: One of the clues the player can find
After the player has investigated these clues and found a key left
by Greg then, the elevator in the scene will be available for use.
The player will then venture downstairs where they discover a
large room full of data servers and a laptop. After interacting
with the laptop the player will realize that the entire office and
all the data servers are full of information about them, their
entire life documented in bits and bytes. After this realization,
the player will be compelled to shut the data servers down, as
they do this collisions will be activated and if the player escapes
to the door without being hit by a server then they win.
4.1 Interactivity
Figure 3: Data Server room design One of the main goals of Investigation is to allow the player at
least some agency to play the game how they wish. To achieve
3.3 Camera this, we give the player access to the first scene in its entirety.
A first-person camera is used to put the player into the environ- The player can choose which items to interact with within
ment and emphasize the element of the scene itself. With the whatever order they wish. The only constraint on the player in
first-person camera, we hope to convey the sense that the player the first level is that they cannot go in the elevator until they
is the main character and everything in the scene relates to them have picked up enough clues.
in some way making the context more compelling. During the 5. CONCLUSION
game when a player interacts with an object the view changes so Overall, Investigation embraces the theme of “tech” by playing
that the object is front and center. This is important because the on humans' feelings of digital privacy while also featuring a
player needs to be able to clearly see and perhaps read these compelling and easy-to-follow narrative. The main pieces of the
clues to progress the narrative. gameplay include putting the player in the environment through
3.4 Sound and first-person camera and allowing them to set their own pace
The sounds in Investigation are meant to emulate what you by giving them free rein of all elements in the first level. The
would hear in real life. This is also meant as a way to situate the two scenes in the game contrast in style and gameplay but are
player within the space. We have ambient office noises for an made this way to give the player a well-rounded gaming experi-
empty office, noises for picking up papers, elevator noises, and ence.
more to help fill the scene. To help the player understand the 6. REFERENCES
purpose of the game we included a start screen with voice over
of the message that they recieved from Greg. We also added [1] Bordwell, D. (2003). Film Art: An Introduction. McGraw
more intense background noise as the player escapes the data Hill.
server room to build tension in the scene. [2] Jenkins, H. (2005). Game Design as Narrative Architecture.
Henry Jenkins Publications.
4. THE GAME PLAY

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