InSight
Philly Game Jam 2009 "Most Innovative Game" Award Winner
"An age is called Dark, not because the light fails to shine, but because people refuse to see it."
-- James Albert Michener
This game was made for the 2009 Philly Game Jam. The Philly Game Jam was a competition in which teams had 48 hours to produce the best game they could. All materials were to be produced on site, nothing could be brought in from previous projects. The only direction the teams were given was that the game had to be somehow based around the above quote by James Albert Michener.-- James Albert Michener
We decided to break the quote down into three parts. The light, the dark, and the people who can not see the light. It was important to choose subject matter that would have some social relevance, and we decided to use pollution as ours. The game takes place in a bleak view of an over polluted future. However, your character has the ability to temporarily warp parts of the landscape and view what they would be like if humanity had made different choices. This was our representation of those who "refuse to see it." You play as a robot who was designed in modern times to clean up the future if it ever got too bad. Once pollution levels get bad enough, it would be this robot's job to make things right. Using the ability, the robot would solve different puzzles along his journey. If we had more time to complete the game, we were planning on making each level end at a special generator that could permanently change the area around it to the clean paradise.
Since we were designing and building this game in a somewhat public area, it was interesting to see the reactions of the people who passed by. People would frequently comment on different elements of the game and say what they liked/disliked or how they might do it differently. Once we actually had a beta build of the game that people could try, we saw some very interesting reactions. People were solving some of our puzzles in ways that we did not even think were possible. For instance, the last puzzle in the game involves a tricky ledge that required a little bit of problem solving to get around. Typically, players would stand on the ledge and try to change the building in front of them along with the ledge they were standing on. The only problem is that the ledge and the building do not exist in the clean world. The typical solution to this is to change only the building and not the ledge, then jump over. Some people were actually able to make a running jump and remove the building before they hit it. There are several places in the game that this happened and it was very rewarding for both the players and the team to see how creative people were getting with our game.