You are addicted to games, navigating a treacherous landscape that does not want you to leave, in search of the treasure that will set you free.

Play a tragic hero who's fatal flaws are your own.

An experimental game project I directed while studying at Bournemouth University. I wanted to explore narrative in games and was interested particularly in playing with a tragic structure. A traditional tragedy revolves around one flawed character, and as they are action based, games pose some interesting question:

How to design a game where narrative progression relies on player failure rather than success? How to design obstacles and challenges that overcome the player while still being rewarding. How to make the player complicit in the tragic conclusion so they feel it were truly the result of their own personal failing.

The prototype won "Best Interactive Experience" at Bournemouth, and was published on eWic and ACM scientific repositories.

George hulm 581b3449824a210066c5ec13 main


George hulm break report 4
George hulm break report 129