We are just approaching the final phase of research into a game called Cold Sun. This is still very much in the realms of a prototype, however the initial results both from the point of view of the graphics and the game play are very promising.
The initial idea emerged from a drunken conversation with Canadian developer Jesse Blum and Mudlark founding member Rachel Jacobs while working in Brazil in 2012. We were doing some experiments in a farmhouse in the rainforest outside Rio de Janeiro, the isolation was quite profound, we were 3 hours walk from the nearest road.
We started riffing on – what if you woke up alone in a place like this with the rain coming down hard, as it does a lot in this part of Brazil. A lone survivalist, having to piece together what had happened to the world while they were asleep. This is such a classic trope so beloved of games and movies – the loner who wakes to find themselves in a world changed beyond compare. But what was attractive was not only this classic narrative structure but also how weather could play a vital part. Our time in the farmhouse was hampered daily by the pattern of heavy weather, sometimes it was so heavy it seemed to affect peoples dreams. So we wondered if there was a way we could create a game where real weather data was essentially invading the imaginary universe of a game. We also liked the idea of the player being unsure of who they are in the game. Neither male or female, man or beast, they must survive in order to find out the truth of who they are.
What we have come up with is a mobile game that takes real-time weather data from a player’s location and amplifies it in a game universe where climate change has drastically changed everything. Challenging the player to think adaptively, notice weather changes around them in the real world in order to plan their next move in the game.
Our research has taken us on many journeys into many approaches as to how you might build a game like this. We have gathered research with a number of partners including Lancaster University, Anglia Ruskin University and Candace Howarth a climate scientist currently working with the Department for the Environment. We have been given insight into stark futures of climate change and have factored some of this thinking into our game world. Topically this information is what is informing recent news reports about the future of the British climate.
We have distilled the research into a game that has 2 modes – dream and survival mode. In survival mode the character has awoken to find themselves on the point of death, they must make decisions in what is essentially a text adventure, to stay alive. Barely able to move and in their confusion and weakened state they pass out frequently at this point the game switches mode to dream mode. In this mode the game becomes an infinite runner where they have to dodge enemies and jump across strange spheres. In both modes aspects of the game play whether it is narrative features or game parameters are influenced by the state of the weather outside the players window.
We are releasing the game to a test audience in the next few months, they will test (alongside ratings of levels of fun and engagement) whether they feel a heightened awareness of the real weather as a result of playing the game. Bring on the rain!