A story about a man named Row · 04 of 06
I Wish I Could Live in a Painting
我想住进一幅画里
An adventure into the world of a painting, where the end of that world turns out to be the real one.
- Role
- Writer · game designer
- Genre
- Puzzle · 3D
- Emotional core
- What a silly idea is worth in a life
- Status
- Full story coming soon
Story
Looking for the way in
Row, a young boy, loves a painting his mother keeps. He dreams that one day he will really live inside it.
So he leaves home with the painting and wanders, looking for places that match its scenery and searching for the way into the painted world.
Along the way, he jumps into every pond he passes and crosses bridges holding a lotus leaf. At last he gets his wish and reaches the far edge of the painted world.
There, the painting has become real, and his parents have become a painting.
In the end, he chooses to step into that other painting, and back into the real world.
Creative intent
What a silly idea is worth in a life
A painting is a moment held still.
Design concept
Everyone has a few silly ideas. They can’t come true. But it is exactly those impossible, unreachable silly ideas that keep me making myself, and the real world, better.
As an independent game designer, I want to build my ideal world through games: a world where everyone is encouraged to keep a few impossible, unreachable silly ideas. That is how the world gets better, and how we become better people who try harder. That is why I am making this game.
When the project is finished, I hope it reaches every player’s own painted world, so we can all share the joy of a silly idea.
Emotional analogy
Woody Allen’s Midnight in Paris is about an existential bind. A modern writer slips back into 1920s Paris and drinks with the writers he idolizes, only to find they don’t think they live in a golden age either. They long for an earlier one.
Everyone has a golden age they want to go back to. Row’s painting is his.
Questions behind the story
| The metaphor | Why would someone want to live in a painting, and what is that a metaphor for? How is the painted world different from the real one? What happens to someone who lives forever inside their happiest moment, on a loop, and why would they choose it? |
| The person | What kind of person wants to live in a painting? How are they treated when they say so out loud? What would they do to get there, and what would I do once I was inside? |
| The world | Can the painted world speak to a real social issue, and a specific group of people, so the game carries weight in the real world? |
References
| The Unfinished Swan Giant Sparrow, 2012 | The closest game. A boy follows the one unfinished painting his mother left behind into a blank white world, and reveals it by throwing ink. |
| China’s Van Goghs documentary, 2016 | A painter in Dafen, Shenzhen, who spent decades copying Van Gogh for the tourist trade, finally stands in front of the originals in Amsterdam. The distance between a copy and the real thing. |
| Portrait of a Lady on Fire film, 2019 | Painting as memory: the gaze, the portrait that gets painted over, the image that outlives the moment. |
| Fu Lei Twenty Lectures on World Masterpieces | Famous paintings with special meaning, and painters with unusual stories, especially stories about ideals and family. |
| Wu Hung The Double Screen | What a frame means: how the edge of a picture separates one world from another. |
Structure design
From the real world, back to the real world
The journey
The story is built as a journey with five stages. Each stage rests on an action the player performs: look, carry, jump, cross, step through. The journey ends where it began, in the real world.
| Stage | What Row does |
|---|---|
| At home | Look at the painting, and wish. |
| The search | Carry the painting out and compare each place with its scenery. |
| Ponds and bridges | Jump into ponds; cross bridges holding a lotus leaf. |
| The far edge | The painting becomes real; his parents become a painting. |
| The way back | Step into the other painting, and back into the real world. |
Breaking down The Unfinished Swan
I took the game apart by level, gameplay, narrative and theme, then asked the same questions of my own project.
| Question | The Unfinished Swan | My game |
|---|---|---|
| What is the swan? | Beauty, a dream to chase | The painting: a silly idea worth keeping |
| What is the ink? | Ink makes an invisible world visible | Open: what symbolizes the uncertainty of a dream? |
| What is the interaction? | Throw, reveal, follow | Search, tool, noun: a telescope, a net, a flashlight… |
Mechanic directions
| Painting as play | How do you paint, and with what? How does painting change from person to person, and with age? How can the act of painting become gameplay that is fun and meaningful? |
| Perspective | Chinese scattered perspective, where the view changes as you walk, against Western single-point perspective. When did painting first gain depth? What does the halo do in religious painting? |
| Art history | Can the journey into the painting travel through art history? Why do different styles and techniques appear, such as pointillism? |
| Time | Time slices, the order of events, the sun in the painting, time in the painting, the frozen moment, eternity, the instant. |
| The surface | Sweeping away, layering over, painting over, the hidden painting underneath. |
| Mood | Stillness, silence, emotion. |
Controls
Which element of the game can replace the mouse, keyboard and controller? What in a painting can replace a controller’s vibration, and be turned into a verb?
Open narrative questions
| The boy | Who is he? What kind of family is he born into? What happens to him later in life? Who are his parents: their jobs, their ages, what they lived through when they were young? |
| The painting | Is it a Chinese painting or a Western one? Did his mother paint it, or his grandmother, though no one remembers why? Did the boy paint it himself? What does it show? |
| Darker versions | The boy stays in his childhood memory because of an illness. Or, grown up and severely depressed, he is trapped somewhere in his memory and can’t return to the real world. Or he no longer remembers the painting, and a doctor uses it to treat him. |
| Legibility | How abstract can the storytelling be, and will players still get it? How much detail should the painting hold? |
Research status
| Genre | Gameplay | Narrative | Art | Controls |
|---|---|---|---|---|
| Puzzle · 3D | In research | In research | In research | In research |
Read
Coming soon
The full story is being rewritten and will be published here soon.
Reference: The Unfinished Swan, Chapter 4, “The King’s Dream” ↗
关于罗的故事 · 第四篇,共六篇
我想住进一幅画里
I Wish I Could Live in a Painting
在画中世界冒险,发现画中世界的尽头,仍旧是现实世界的故事。
- 角色
- 写作 · 游戏设计
- 品类
- 拼图 · 3D
- 情绪核心
- 蠢念头之于人生的价值
- 状态
- 全文即将发布
故事介绍
寻找画中世界的入口
小男孩罗特别喜欢自己母亲收藏的一幅画。他希望,有一天自己能真的生活下去,在一幅画里。
为此,他带着画离开家,到处流浪,寻找和画中风景有关联性的地方,试图找到画中世界的入口。
一路上,他路过池塘会跳进去,会举着荷叶过桥。最后,他如愿以偿来到了画中世界的尽头。
那里,画里的世界变成了真的,父母的身影变成了一幅画。
最终,他选择踏入了另一幅画中,回到了现实世界。
创作意图与灵感
蠢念头之于人生的价值
画是定格的瞬间。
设计理念
每个人都会有一些蠢念头。它们是不可实现的。但正是那些不可实现、不可抵达的蠢念头,支撑着我把自己和现实世界变得更美好。
作为独立游戏设计者,我希望以游戏的方式去塑造我的理想世界:每个人都能被鼓励拥有一些不可实现、无法抵达的蠢念头。因为这样世界才会变得更好,我们才会成为更好、更努力的人。这就是我做这个游戏的初衷。
希望在最后,当项目完成之时,我的目标能达到所有玩家的画中世界,和大家一起享受蠢念头的快乐。
情绪类比
伍迪·艾伦的《午夜巴黎》讲的是一种存在主义困境。现代作家穿越回 1920 年代的巴黎,和他崇拜的文豪们觥筹交错,却发现文豪们并不觉得自己生活在黄金时代,他们也想回到更早的时代。
我们每个人都有自己想回到的黄金时代。罗的那幅画,就是他的黄金时代。
故事背后的追问
| 隐喻 | 一个人为什么想生活在一幅画里,这是什么的隐喻?画中世界和现实世界有什么区别?人如果永远生活在一个最幸福、最美好片段的循环中,会怎么样?会因为什么选择这个? |
| 人 | 什么样的人想生活在画里?在现实生活中,一个人说他想生活在画里,会遭到什么样的对待?为了生活在一幅画里,人会做什么?当我真的能生活在一幅画中,我会做什么? |
| 现实 | 画中世界的概念,能不能对标社会问题、确切的社会人群,让游戏具有现实意义? |
参考
| 《未完成的天鹅》 Giant Sparrow,2012 | 最接近的游戏。男孩追随母亲留下的唯一一幅未完成的画,走进一片纯白的世界,用墨点探索画中世界。 |
| 《中国梵高》 纪录片,2016 | 在深圳大芬村为旅游市场临摹了几十年梵高的画工,终于在阿姆斯特丹看到了真迹。临摹与真迹之间的距离。 |
| 《燃烧女子的肖像》 电影,2019 | 作为记忆的绘画:凝视,被涂改的肖像,比那一刻活得更久的画面。 |
| 傅雷 《世界美术名作二十讲》 | 有特殊含义的著名绘画,有特殊故事的画家,尤其是关于理想和家庭的画家的故事。 |
| 巫鸿 《重屏》 | 画框的意义:画的边缘,如何把一个世界和另一个世界分开。 |
结构设计
从现实出发,回到现实
旅程
故事被设计成一段五个阶段的旅程。每个阶段都落在一个玩家能做的动作上:看、带着走、跳、过桥、踏入。旅程的终点,回到了起点:现实世界。
| 阶段 | 罗做了什么 |
|---|---|
| 家中 | 看着那幅画,许下愿望。 |
| 寻找 | 带着画出门,把每一处风景和画中的风景比对。 |
| 池塘与桥 | 跳进池塘,举着荷叶过桥。 |
| 画中世界的尽头 | 画里的世界变成了真的,父母的身影变成了一幅画。 |
| 回到现实 | 踏入另一幅画,回到现实世界。 |
拆解《未完成的天鹅》
我从关卡、玩法、叙事、主题四个层面拆解这款游戏,再用同样的问题追问自己的项目。
| 问题 | 《未完成的天鹅》 | 我的游戏 |
|---|---|---|
| 天鹅是什么? | 美好,梦想 | 那幅画:值得保留的蠢念头 |
| 墨点是什么? | 墨点让看不见的世界显形 | 待解答:梦中的不确定性,用什么象征? |
| 交互行为是什么? | 扔出、显形、追随 | 寻找、工具、名词:望远镜、网、手电筒…… |
机制方向
| 画画即玩法 | 怎么画画?画画需要用什么工具?不同的人在不同的年龄,画画会有什么不同?如何把画画的过程游戏化,变成有趣、好玩、有意义的玩法? |
| 透视 | 中国画的散点透视、移步换景,对照西方的焦点透视。绘画什么时候有了第一次纵深?宗教画中的光晕意味着什么? |
| 艺术史 | 走进画中世界的旅程,能不能和艺术史相结合?不同风格的画为什么会产生?以及不同的绘画技术,例如点彩。 |
| 时间 | 时间切片,前后顺序,画中的太阳,画中的时间,定格,永恒,瞬间。 |
| 画面 | 扫除,覆盖,涂改,隐藏的绘画。 |
| 氛围 | 寂静,情绪。 |
游戏装置
用游戏中的什么元素去替代键鼠和手柄?绘画中的什么元素,能替代手柄的震动,并被转化成某种动词?
待解的叙事问题
| 男孩 | 小男孩是谁?他出生在一个怎样的家庭?他日后会经历什么,命运是怎样的?他的父母是谁,工作、职业、年龄?父母年轻的时候经历了什么? |
| 那幅画 | 是中国画还是西方的画?是妈妈自己画的,还是祖母画的、但已经没人知道她为什么画?是小男孩自己画的?这幅画的内容是什么? |
| 更暗的可能 | 小男孩因为疾病,永远停留在了小时候的记忆里?或者长大后患上严重的抑郁症,被困在记忆的某处,无法返回现实世界,变成了植物人?又或者他不再记得小时候的画,医生试图用这幅画去治疗他? |
| 可读性 | 叙事可以抽象到什么程度,玩家还能 get 到?画里要有多少细节? |
调研进度
| 品类 | 玩法 | 叙事 | 美术 | 装置 |
|---|---|---|---|---|
| 拼图 · 3D | 调研中 | 调研中 | 调研中 | 调研中 |
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