Please use this identifier to cite or link to this item: http://hdl.handle.net/10609/149799
Title: Pasen y vean: creación de un juego multiplataforma de investigación
Author: Díaz Moreno, María del Mar
Tutor: Sánchez Baró, Rossend
Abstract: This project is a Final Degree Project that is part of Communication studies. It is a creative work that focuses on designing a multiplatform game, in advance transmedia, of investigation, comedy and social criticism. It is, in short, an interactive narrative that advocates other forms of relationship with the consumer, who is intended to be actively involved in the advancement of fiction. The game is titled Pasen y vean (Come and see in its English translation), a formula that refers to two of the themes on which its current commentary is based: mass tourism and the society of the spectacle. Come and see is not exempt, however, from some controversy surrounding its definition. Depending on the theoretical considerations taken as a starting point, the game may or may not be considered a transmedia narrative. Either way, Come and See is, by definition, a multiplatform project. Come and see is established as a multiplatform game project that uses different media, platforms, formats and languages to be deployed. The variety is as heterogeneous as it is rich: in the media portfolio, you can find everything from social networks, video, streaming and audio platforms, web pages, to even a video game, a chatbot and a visual novel. The story that Come and See presents is original and daring, with a rich backstory and a universe of superior meaning, but also crazy, biting, satirical and deeply parodic regarding our reality. Come and see presents a dystopian future managed by the most voracious postmodern capitalism, starring a world converted into a tourist attraction in itself (Pasenivean in its original name, Comandsee in English), a God who is such because he bought the planet Earth, an out-of-control tourist promotion AI that has begun to murder to use crime scenes as bait for her pieces, and a detective, Alex, must stop her and save the world. The player will effectively play Alex, who, from an isolated bunker and thanks to the help of a chatbot, will have to travel between media to discover the reality that surrounds her, the mystery surrounding the murderous AI and the way to deactivate it. The game mechanics are, therefore, clear: a chatbot articulates the narrative, from which the user jumps between media, where he finds elements through which the plots and crime scenes that he must solve unfold. Come and see is developed in different sections divided into two parts: the first one, an academic justification; the second one, the creative design layouted in a dossier. Within the dossier, issues such as backstory, characters, synopsis, user journey, media distribution, game mechanics, approximate budget, etc. have been conceptualized. Along with the game, a short demo is also presented that, although not faithful to the proposed narrative display, does demonstrate the potential and establishes the initial expectations regarding the game. Come, and see. Welcome to Comandsee.
Keywords: come and see
communication
multiplatform
interactive narrative
game
overtourism
satire
Document type: info:eu-repo/semantics/bachelorThesis
Issue Date: 14-Jan-2024
Publication license: http://creativecommons.org/licenses/by-nc-nd/3.0/es/  
Appears in Collections:Treballs finals de carrera, treballs de recerca, etc.

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