Genre: Virtual Reality Escape Room
Release date: 2023
Platform: Meta Quest 2
Team size : 5 people (2GD, 3GA, 1GP)
My role: Game and Narrative Designer.
Synopsis:
In Goblin Mode, the player takes on the role of a goblin thief in a fantasy world who infiltrates the office of a great magician in order to steal a magical love relic to charm the beautiful Goblina. When he touches the relic, alarms go off and everything closes behind him, so the player must find a way to escape the office before the magician returns. To achieve this, the player must use objects he finds in the office to create potions that will enable him to solve puzzles and riddles that will allow him to escape.
My tasks:
Design fun and engaging puzzles that reinforce the experience of being a goblin.
Build a fun lighthearted story for a 15 minute gameplay session.
Design an array of environmental storytelling elements.
Design an immersive progression system around the potion-making mechanic.
Game Design Philosophies
"Any sufficiently advanced technology is indistinguishable from magic."
- Arthur Clarke
Developing Goblin Mode was a unique discovery journey as it was the first experience developing a VR game for most of our team. We all agreed that a VR headset felt like some magical device that allowed for a unique game experiences. We wanted not only to give the player that magical feeling of being a part of the game world but to enhance it by giving to them a VR sandbox-like game for them to discover and enjoy VR.
The main principles we followed during the development of our game are :
Manipulation based puzzles : We built simple puzzles based on object manipulation rather than mathematical logic. We wanted the player to spend his time manipulating, experimenting and trying stuff out instead of staying put while thinking about the answer to an equation.
Exploit the strengths of VR : We seeked to keep the story simple and focus on the "wow effect" of manipulating objects in a VR world. We wanted to use the strengths of VR (manipulation, immersion) to create a compelling interactive environment.
The potion-making system at the core of the game : The core of the game revolves around the discovery of ingredients, recipes and the creation of potions that allow to the player to advance in the story by experimenting and manipulating the space around them.
A beginner-friendly experience : When we started this project, we were also beginners in the world of VR and we found that few games offered a beginner-friendly and fun experience. We wanted to create a way for people to discover VR in a playful environment while also playing a game that is fun on its own.
The Companion
The companion or Fluffkin is a character unlocked by the player after solving the first puzzle (Nightstand Puzzle).
The companion plays 2 important roles in the game: game aid and plot twist catalyst.
The game aid aspect translates into the fact that the companion will always teleport to the next element that allows the player to move forward in the game. For example, if the player's next logical action is to make a potion, the companion will teleport next to one of the potion's ingredients. Each point of interest (ingredient, puzzle and potion machine) has teleportation points where the companion can teleport.
The companion's teleportation order is defined by an in-game manager who monitors the player's progress by validating checkpoints based on the puzzles solved.
Unlocked from the first puzzle, the player has time to forge a bond with the companion which allows us to create a plot twist at the end of the game.
This bond is created thanks to 3 aspects:
The companion is useful and helps the player: the fact that the companion is useful in gameplay and often guides the player makes it important in the player's eyes as an almost sentient being whose goals align with the player's goals.
The companion is cute: The fact that the companion is cute makes it easier to create this bond, as cute animals tend to activate protective reflexes in human beings.
The player can 'pet' the companion: Even though this is a virtual game, the interactions and rules that govern social interaction in it are those of the real world. Being able to pet the companion creates a physical bond with the fluffkin.
At the end of the game, the player must use the companion as the main ingredient in the final recipe, sacrificing it in a relatively violent manner. They must therefore betray the animal with which they have formed a bond over the course of the game.
Potion-Crafting Mechanic
The potion-crafting mechanic allows the player to progress in the escape room. When exploring the room and solving puzzles, the player will find and unlock new ingredients which he can use to create recipes that will allow him to unlock new areas and therefore new ingredients and recipies. This virtuos circle gives the player a feeling of progression and it also invites him to explore and experiment with the environment.
In order to create potions, the player will have to use an unique deviced called the Potion Maker. This device streamlines the potion creation process by giving the player a hub that will always create potions following the same rule set. Design-wise, we wanted the potion maker to look and feel like a modern home appliance.
The ingredients are a big part of the fun and immersion of the game as they are very unique and offer the player quirky interactions that reinforce the goofy vibes of Goblin Mode.
Each ingredient as a unique feeling to it and an unique sound when interacting with it.
Here is an example of the process of creating a potion :
Screenshot Gallery