Circuit City—P2

Premise/Overview

Welcome to Circuit City, the safest city in the world! You play as Casey Brooker, the young prodigy Chief of Police who helped In a not-too-distant future, you live in Circuit City, celebrating the 15th anniversary of the implementation of autonomous police robots capable of making arrests. Your tough attitude and knowledge on the WatchBots has you working diligently to keep the city safe. Other than work, you have your brother Jay. But when a conspiracy arrives, you might just find yourself questioning what you stand for.

Play the game here! Note that the game was designed for 1920 x 1080. You should zoom out, if needed, to achieve this aspect ratio.

The dystopic elements that the player eventually encounters include the idea that the “autonomous robots” make targeted arrests of individuals without any known family members or loved ones, and ship them out of town to give the city the facade of being safe. In reality, the government controls the WatchBots beyond the knowledge of the police force, to maintain control. The player realizes that which they’ve strived so hard to implement now has dangerous consequences, but are torn between saving themselves, their family, or their city.

Plot Summary

The player begins witnessing a flashback. within, they are celebrating with their brother when they get the news that their father has been murdered. Saddened by the loss, the player sees a greater desire to implement WatchBots, who could have saved their father. The game jumps 10 years, to when the main character is now Chief of Police, a role earned at a young age due to their expertise on WatchBots, and pushes to develop and deploy them.

After this exposition, the player goes through a normal day of work, including reprimanding another officer, and preparing for an anniversary speech. During this time, they learn more about the world of Circuit City. By the end of the day, they get a call from their brother, and showcase a different side of their personality: one that is caring and loving. However, the moment is brief, as they are pushed back into a tense workflow.

During the second day, after normal procedures, the player stumbles upon a weird arrest case file: one for their brother, but it’s fabricated. Suspicious, they investigate, but WatchBots are called to arrest them instead. Based on past choices, the player can escape, but find themselves in peril. In the end, they must choose to try to escape Circuit City on their own, try to help their brother before it’s too late, or go even further, and take down the government for its conspiracy. However, they find that while their choices are many, they are limited in what—or who—they can save.

Background

The game primarily follows the main character as they struggle with balancing caring for work and their family, as well as a city of innocent civilians. The game acts a reflection of blindly following/trusting the government, as well as warning the dangers of excessive robotic presence in the police force, Artificial Intelligence notwithstanding. The idea initially came from rapid prototyping, where I wanted something involving a person in a position of power having to choose between procedure or their family, presented in a way that leans towards empathy for this person, rather than corruption. Ultimately, Artificial Intelligence/robots came into the picture, and I found a dystopian world to explore. Additionally, I focused undergraduate students well-versed with Interactive Fiction or narratives in general for playtesting; in doing so, I was able to focus more on the narrative, with an assumption that players may have more initial investment/desire to read than a normal person.

Iteration History

Introductory playtests

When crafting Circuit City, I had a vision for the plot and character development before much else. I knew I wanted a game that focused on character development, so began with a paper prototype with note cards including big plot points. Immediately, playtesters were invested in the story points, which inspired me to continue with the chosen narrative. I then translated the paper cards into a flowchart to organize my thoughts.

 

Initial Flowchart of Choices. X’d out stuff is stuff eventually dropped (more details to come) Hi-res link here.

At this point, playtesters generally enjoyed the story when told in chunks, so I moved on to add narrative elements. At one point in playtesting, a player asked for a visual understanding of Circuit City, which led to the map below. The player found it helpful to have general visualization of the descriptions, so I made note to add backgrounds during future prototypes. Additionally, text-based description of this image was added to the game.

Early Concept Map of Circuit City (I am not an artist). Hi-res link here.

Secondary Playtests – Narrative Structure

After proof of concept succeeded, I moved on to add narrative elements. From playtester questioning, my goal was to solidify the motivations of the player: that is, why they care about/are knowledgeable on WatchBots, and why they care about their family (while I thought the latter would be obvious, players wanted a real reason to care about their family, in this narrative.)

To solidify this, I workshopped a small segment of my story first: the player’s introductory phone call with their brother, done in Ink.

An excerpt of the Ink Dialogue for the initial phone call. Playtests tested on Ink. Hi-res Link Here

This dialogue was essential for establishing the character’s motivations and setting some backstory. However, initial playtesters were confused by the relationship of the siblings (some thought they were dating, yikes). I took care to workshop with more playtesters, until individuals generally understood the relationship. To achieve this, I also added an opening scene with them hanging out as siblings prior to the call, so the call would have more context that they are siblings. Playtesters responded positively to the realism of the interaction of the siblings, including resonating with the main character (I chose a gender-neutral name to increase accessibility of this aspect).
 
I was mainly going for embedded narrative in the beginning, where players pick up the pieces from optional research or from small comments from side characters. Playtesting helped me reach a point where the embedded narrative wasn’t too cryptic, but also wasn’t too explicit. From there, I shifted focus to the narrative enacted by the players; most playtesters stated a lack of interest in choices/their impacts up until this point. Going forward, I took care to implement more narrative paths as a result of player choices, and have choices feel impactful with its associated dialogue—whether they actually significantly updated the story or not.
 
Players also responded positively to the idea of the “police work” being manual/busy. One playtester noted that “they tried to breeze through it without paying too much attention because it all looked the same at first.” Once they realized that the file looked the same even as their brother’s, they realized the corruption at hand. That was satisfying to hear!
 
Later Playtests – Choices and Story
At this step in the playtesting phase, I had transitioned to Unity Integration of Ink in the form of a visual novel. I chose Unity due to its wide options in terms of background images, overlays, background music, text options, and interactivity. After talking with Amy, I decided that the game would take a more Visual Novel approach for now, but act with the intention for future improvement beyond such for P4. As a result, while Unity it utilized in this version, I took P2 as an opportunity to set the foundation for a project with even more interactivity (such as mouse minigames, more physical animations, etc.) for P4, that would not be idealized by P2.
 
A screenshot of introductory interface for playtesters. There are no Background images or audio yet.

After some brief comments on the User Interface for readability (text was initially too small for some readers), I arrived at something that looks similar to the above. At this point, I questioned playtesters on their choices: what did they choose and why? At this point, most playtesters gave reasons for choices that aligned with my goals: they either thought it was in-character, they thought the choice gave them agency/interactivity in the fiction, or they based it off of deductive reasoning from clues littered about.

Though playtesting seemed successful, there was one major issue at this point: most players barely reached getting a WatchBot sent after them after 20 minutes. After talking to playtesters, most felt that the flow of the story was solid, and made for an entertaining read. When asking about places to cut, most stated a desire to trim small phrases, rather than key sections: most players felt that the sections up until that point in the game were essential for worldbuilding, background, or characterization. As a result, I was a bit trapped on how to proceed, but the general consensus was to end the game similar to CS 247G, at the end of a “level” or chapter, with the intention to continue in the future.

As such, due to player feedback, I adjusted my roadmap to cut off certain paths, and leave the ending to be one of contemplation for players instead. Players would have to consider which path to take, and be left with the potential consequences of that action. Updated-Roadmap-5Download  (Please rotate the map in the viewer).

Final Playtests – Audio and Visuals

After getting food poisoning for an entire weekend, I finally added audio and visuals to my game, making a more cohesive product. As stated earlier, the visuals match more of that of a visual novel.

A screenshot of the game with a background. A soundbyte accompanies this text.

My two final playtesters respoonded positively to the visuals, thinking it added enough context to make the game more entertaining. One final playtester with hearing disability was thankful that the audio was accompanied with text descriptors, to not disrupt their gameplay. For the final choices, both players stated that they felt anxiety during the action/fight sequence, and were delighted to see the consequences of past actions beyond what they thought would come from them when they made them.

Additionally, when asked, both playtesters stated that they believed the game was a warning on government control, with one leaning more towards artificial intelligence and robot implementations, while another emphasized government lies for the sake of control. Either way, I felt that both players understood a key element of the dystopia I was trying to represent.

Takeaways

Overall, crafting Circuit City was an educational experience, culminating into over 1100 lines of Ink narrative text. I struggled a lot with constructing a narrative that was both compelling, and not excessively long. While I ultimately had to trim down the content, especially near the ending, I take pride in knowing that most playtesters did not perceive the pacing as too fast, but rather just right. Many playtesters showed a desire to continue playing the product once I had more of it, and that’s always great to hear. Overall, I feel that I was able to portray the dystopian elements and get my message across successfully for most playtesters, after much iteration. Next time, I would try not to get food poisoning, and also map out key elements such that I could get my story across without having to divide it into chunks, and leave the endings up to viewer interpretation. Still, I had a lot of fun creating the game, and I hope you enjoy playing it as well!

-Butch

About the author

Comments

  1. Hi Butch! I’m one of your peer reviewers, so I’m leaving my comments here 🙂
    What values you see in the game, and how they are reflected in the choices made by the game designer?
    The values of Circuit City are justice, especially when technology is overseeing justice with some human input, and ethics in technology. In this story, WatchBots are fully integrated into the police force and carry out daily arrests– however, doubt about the effectiveness of these bots and the testing behind them is present throughout the story (the MC finding out their father passed away due to a WatchBot sighting, the rookie officer raising the valid point that no technology is infallible, all the arrest records you approve or deny for people with no priors, etc.). These values are communicated through the lens of a police chief, so the player also gets to see the conflict between true justice and the warped version of justice they have been working for.

    How well did the game get you to care about the given topic or cause? Justify.
    This story set up a main character with a connection to WatchBots, their implementation, and their oversight and I think that this approach was super effective to get the player to care about the issue. As a player, you get the facts on WatchBots (how they’re made, what they are capable of, etc.) as an engineer of them, but also the emotional connection of seeing your relative negatively impacted by them.

    How well did the game’s use of the medium fit the story? Justify.
    The visuals and VN format worked very well for this sort of mystery game where you are traveling between locations– my one gripe is that the time of day clock seemed important and unimportant at different times in gameplay and I would have loved to see it more integrated.

    Did it have choices that were interesting and consequential to you? (Did any make you really stop and think?) Why?
    Some choices were consequential (how will you help your brother, for example) but there were some that looped to the same information. The most consequential choice in my mind was the choice of what to put in your police belt to carry with you (4 options out of 6 choices) and I really liked that aspect as I could see how different approaches could work on different playthroughs. I tested a few of these choices, like keeping my hair the same on one playthrough and cutting and dying it green on another, and I enjoyed seeing the variations.

    At least 1 thing you appreciated or thought was awesome.
    I think the prologue set the scene well in its characterization of Jay and Casey, which made it more shocking later on to see a police report for Jay. I also liked the sound effects and music, I feel like it made me more immersed in the experience. The story was well-written and I found myself trying to fit pieces together and paying attention to every new line or path for new clues, which is a sign of a great mystery!

    At least 1 thing you think they could improve on, if they were to turn it into their P4 project.
    I really liked that the choices I made had direct implications for the story (ex. cutting and dying my hair to be less recognizable to WatchBots), but I would have liked it if the consequences of a choice were hinted at before I made them. Sticking with the hair example, I didn’t think about professionalism until I had already dyed my hair green (lol). It absolutely makes sense that those changes would change how your MC is perceived, but a gentle nudge through narration would bring it to the forefront of the player’s mind. To that same end, this made the choices that didn’t directly impact the story stand out– for example, I was sympathetic to the rookie officer but still had to lecture him. As a player, having to pick the option I just chose against is a little odd (though not major)

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