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METHODOLOGY

Due to the researcher’s background in I.T. projects, this project enlisted an iterative approach to classic software development methodology. 'Support' is addressed under 'Refections' of the Conceptual Statement.

01 // Define

The project’s objective was to create, test and refine artefacts building towards an interactive Samoan Indigenous narrative featuring Samoan characters of myth and legend. This narrative would promote the presence of Samoans in video games, introduce Samoan youth to their cultural heritage through interactive stories (preferably roleplay), promote critical thinking through the interrogation of Samoan concepts designed into the narrative’s aesthetics, and celebrate the Samoan culture with non-Samoan audiences by sharing this product.

02 // Analyze

In addition to the contextual material mentioned above, research was undertaken to understand what media has been produced to date featuring Samoans in video games. The only mention found was of Samoan athletes in sport video games (TNA iMPACT Video Game - Christian Cage vs Samoa Joe, 2008) and of Samoa as a playable civilisation under the rule of Malietoa Savea in Civ5 (“Samoa (Civ5),” n.d.).

 

Investigating resources provided through the International Indigenous Game Development community led by Elizabeth LaPensée led me to understand the predominant mechanical choices in Western game design implemented on systems of reward and advancement based on narratives of power, conquest, and the stockpiling of goods or services.

 

Through this investigation, I also learned of the diversity of games developed specifically for cultural heritage, both with and without combat mechanics, with principles of sustainability and reciprocation driving the collection of goods. I learned there is precedence for cultural heritage games with aesthetics of action and adventure that honour Indigenous values and principles.

03 // Design

It was decided the pilot would collect insight into attitudes toward the representation of Samoan figures in a Western video game community to gauge the quality of participation, and the nature and length of engagement. The project was broken into two stages:

 

  • Image-based artefacts with no text

  • Text-based artefacts with no images

 

 

 
Phase One: Look Closer, Auckland (#LookCloserAKL)

A graphic designer was engaged to produce concept art for a character based on a blend of motifs from the taupou and the Samoan goddess of war Nafanua. For the purpose of speculative design, the artist’s brief was to be “inspired by, but a fantastical departure” from traditional Indigenous imagery collected through the phase of contextual research.

 

 
Phase Two: The Problem with Sina (Do you have a minute?)

An interactive text-based story exploring engagement with Samoan myths without visual anchors wove together myths centered around Samoa’s mythological figure of Sina, most famously represented in the legend Sina and the Eel.

04 // Develop
Phase One: Look Closer, Auckland (#LookCloserAKL)
 

The following concept art was produced by Auckland-based graphic artist, Alhana Thomas.

Phase Two: The Problem with Sina (Do you have a minute?)

 

The interactive story paths were designed in XMind™.

05 // Test
Phase One: Look Closer, Auckland (#LookCloserAKL)
 

In the week preceding play test at the Auckland Game Developer’s Meet-Up, a small focus group successfully tested the hashtag-counting metrics on social media by use of Keyhole™ services.

 

 

The following images were presented at the Auckland Game Developer’s Meet-Up. During the first hour, participants were left to approach the artefact and decide if they wished to engage. In the second hour, the interactive component was simplified: the researcher engaged attendees of the meet-up directly before engaging them with the artefact, performing qualitative interviews.

Phase Two: The Problem with Sina (Do you have a minute?)
 

The interactive story was implemented using Inkle Studios™ and presented at the Auckland Game Developer’s Conference. Once again allowing participants to approach the work, the researcher observed interaction with the project and interviewed participants after their play through for qualitative insight into design, mechanics and aesthetical considerations for this and future works.

References

 

Samoa (Civ5). (n.d.). Retrieved June 26, 2015, from http://civilization.wikia.com/wiki/Samoa_(Civ5)

TNA iMPACT Video Game - Christian Cage vs Samoa Joe. (2008). Retrieved from https://www.youtube.com/watch?v=NfMaAHhup4k

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