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OASIS

A lesson of cause and effect in a high mechanical skill environment.

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Objective

OBJECTIVE

Oasis aims to bring awareness to slow issues - problems that slowly build and creep along unnoticed until there is  a sudden shift. This concept of gradual change can be applied to many greater concepts, such as social change; the increase in society’s technological capacity or global warming. Global warming happens slowly over decades, too slowly for many people to notice. It was only when scientific studies started researching temperature trends and other environmental factors did it become apparent what was happening. Currently scientists predict “a temperature rise of 2.5 to 10 degrees Fahrenheit.” (Nasa, n.d.) over the next century. This gradual collapse is also seen in shorter-term events like sinkholes, flash floods, or landslides. These sudden natural disasters are often a result of a damage building up slowly out of sight, until something triggers the final collapse.

 

While making our game we used an iterative, prototyping process. We would design a mechanic, prototype the mechanic, and then either redesign the mechanic if it didn’t work or consider it for implementation if it did. We had a few core concepts that we kept in mind while making design decisions. These are:

  • Creep needs to be subtle.

  • Distractions from creep.

  • Slow/unseen changes.

  • Tension, not panic.

  • Collapse and destruction influenced by player.

  • There will be a point of no return, where the player can’t undo the consequences of their actions.

Oasis aims to use gameplay and player progression to create a slowly building, unnoticed disaster. To do this we studied games like From Dust and Frostpunk, and Shadow of the colossus. In Oasis, the player discovers an abandoned tower in the desert. There are several wells spread throughout the building, which contain powerful magic which the player needs to save their hometown. Taking this magic gives the player power ups, making it easier to progress through the tower. However, unknown to the player, taking this magic is depriving the tower of the power it needs to sustain itself, causing the tower to slowly collapse. The sentient tower will try to defend itself, but in the end will fail. At first, it is the smaller challenge towers which sink into the sand when the magic is removed. In the end, climbing out of the main tower causes the whole tower to sink into the sand.

For inspiration, we look to and studied similar games such as From Dust, Frostpunk, RimWorld, and Factorio. The common trait among them being: players are busy micromanaging a complex system and are oblivious to the steady decline of their environment. And when faced with the ultimatum, players end up being too attached to the system that they have so carefully worked to their favor.

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Role

ROLE

As well as improving my skill, I took on this role to explore and develop emergent gameplay. Making complex situations and systems by first developing simple mechanics and testing their interactions with each other.

To support the world we were creating, I assisted in creating our 3D assets due to the large number that had to be completed.

Visualization of our world, and especially detailed diagrams of structures, is a vital step to make the world more than just an idea.

In charge of how the player experiences the game, especially through visual cues. Created 2D assets to support this.

Created in-game cinematics for game purposes and advertising material.

Responsible for promoting the project. Created advertising material such as videos and posters, and utilized social media to garner attention.

Assistant Programmer

3D Modeler

Concept Artist

UI/UX Design

Cinematics

Marketing Manager

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Outcome

Outcome

We produced a reasonable game with a strong foundation. Maintained good work ethic, research practice, iteration process, and overall good team work. Feedback from the public is largely positive, with many enjoying the mechanics and the emergent possibilities. We discovered that these 'supporters' come from a high mechanical skill game background.

 

We accomplished a lot that we set out to do, and have built a good foundation to work on to pursue further.

Mark Yeoh

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