“Help” – February 2009 Round Table Entry
February’s BoRT invites you take a game design suggested by another blogger in last month’s Round Table and build upon it. You should ignore the literary source of the original design, but attempt to communicate the same themes and/or convey the same mood as the proposed game. This means you can alter the game genre, change the setting, and add new layers to the game mechanics. This is not an opportunity to critique a previous design, but to honor it by striving to reach the same goals, while adding your own personal touch.
This month’s BoRT topic allows each of us to build upon another blogger’s game design idea, so I’ve chosen Joe Tortuga’s idea based on Edgar Allen Poe’s “The Tell-Tale Heart.” The notion of an unreliable narrator in a video game is one that fascinates me, and Joe does a great job of discussing the issues video games have dealing with that narrative technique, so please check out his post!
For school, I’ve been reading the short story collection Points of View, which does a great job of explaining the various options a fiction writer can use to tell a story and then giving examples for each type. “Subjective Narration” is the type most often used to portray an unreliable narrator because the person telling the story is close to the events and the reader experiences the story in the character’s voice. This allows the author to set up a schizm between the reader’s expectations and the character’s thoughts and actions.
In a video game, as Joe talks about in his post, the developers attempt to eliminate any difference between the player and the character to aid immersion. Most video games attempt to put the player directly into the action, to create that viscereal feeling of experience. Instead of attacking the problem head on as Joe did, I’m going to sidestep the issue a bit and make the gap between player and character wider. I love the idea of causing the player to feel real guilt over the actions of the character, however, so I want to incorporate that into my redesign of Joe’s idea.
My game is an ARG that lets the player maintain their identity and instead involves them in the story by making them an accomplice. The entire experience will be short, around 30 minutes. The game’s name is “Help,” and it begins with a call from a stranger that the player receives on their phone. A strange man has found a lost cellphone with your number in the address book, and he sounds desperate. The phone conversation is key, and the player will remain on the line for most of “Help.”
“Help” will incorporate voice recognition to enable the player to communicate with the man, but the limitations will be obscured by the call’s poor connection and the panicked state of the caller. Sometimes he’ll say that he can’t hear you, and other times he just won’t respond, instead background noises are heard that suggest he isn’t listening. Players will answer questions prior to starting the game that provide the name of the person who lost the cellphone. The game will select the name that is easiest for a simulated voice to pronounce.
The man explains that he needs a few favors for you in exchange for returning the phone to its owner. He gives you a web address and account information for his e-mail, asking you to filter the messages for a specific person and find a street address mentioned in an e-mail. You follow the man’s instructions, but also notice a number of other intriguing messages in his inbox. If you take too long, he will warn you that he has little time and become suspicious that you are rooting through his e-mail. You can respond to his questions with “yes” or “no.”
“Help” will use the phone call to control the pace of the game. If the player has difficulty entering the password and needs it repeated, they can say, “What is the password?” and the game will recognize “password” and repeat the information. Noisy dead air will occupy any extra space that the player needs, and cues will be used to move the dialogue forward. When the player opens the website, the man will ask, “Are you in yet?” and when they enter the username and password they’ll hear police sirens in the distance, etc. This will add tension to the experience and also allow some flexibility based on player speed.
You ask the man questions as you search for the e-mail, like where he is (he responds with a city pulled from the questionaire), and where did he find the phone, “In a fast food restaurant.” The man seems distracted and you hear some sort of struggle. The man drops the phone, you hear it bang against the plastic shield around the payphone. He apologizes, but seems out of breath. After you find the street address he needs, you read it to him, and he hangs up without saying anything. You’re upset and confused, but you continue to explore his e-mail account, finding a link to a Facebook account. You try to use his e-mail address and password on the site and they work. As you explore his account, you find out the man’s name is Samuel Neat and other personal details, and then your phone rings again.
“Help” will use subtle clues in web material to show the player that Samuel Neat is not what he seems, but the primary clues will be provided in the phone conversation using background noise. Players can use information they gain from the web to find out more about Samuel on the phone by throwing him off guard, but if he becomes too upset he will hang up, ending the game.
Samuel calls back and you greet him with his name. He sounds surprised and a bit hostile. He realizes that you’ve access his Facebook account. You ask him where he is and he tells you he’s at a payphone outside of the apartment complex, but the phone connection seems better and you don’t hear any street noise. You hear the sound of a gun being cocked. Clicking back over to Samuel’s e-mail account, you notice the phone number he’s calling you from is listed as the home number for David Perez, the sender of the e-mail. You find David’s profile on Facebook, one of Samuel’s friends, and examine it.
You hear something shatter in the background, and then the sound muffles and Samuel is shouting. He sounds like he is inside. When he returns he has you order pizza from a local place that you don’t recognize. When you ask why he responds, “Because I’m hungry.” You hear faint police sirens and Samuel cocking and un-cocking the gun. Samuel asks you to send a message to David, and include a picture of a little girl from another e-mail in his account. The picture shows a girl on a swing, but taken through a chain-link fence from inside of a car.
The player has many opportunities to mess with Samuel. Order the wrong kind of pizza, mention his name, ask him about the sounds. The player can ask, “Who is the girl?” and Samuel will respond, “My friend’s daughter, he wanted me to send him that picture I took.” Bringing up other friend’s names from his Facebook account will get a reaction, allowing the player to learn more about the character.
When David responds to the Facebook message with the picture he asks what Samuel wants and why he won’t pick up his phone. Samuel tells the player he wants the money David owes him for the girl’s swing set, and gives the player a bank account number. If the player sends the information to David, they’ll get a message saying that he transferred the money. The ending of “Help” is determined by the player’s actions:
- You tell Samuel that David won’t send the money. You hear a ripping sound, like tape being removed, and a little girl screams. A gunshot is heard and the screaming stops.
- You tell Samuel that the money is there. He tells you to send the address to David and you hear him drop the phone and walk away. A door slams. Something shuffles toward the phone and you hear muffled pleading. Eventually police sirens are heard and a police officer knocks down the door.
- You tell David the address and he calls the police. Sirens are heard, Samuel starts to yell, curse, and throw things around. The police knock down the door and you hear them order Samuel to drop the gun. A single gunshot is heard and the thump of a body on carpet. Multiple gunshots follow and the phone hits the ground.
- You tell David the address and explain that Samuel has a gun and his daughter. David responds that the police are on there way and you tell Samuel that David has transferred the money. Samuel leaves the apartment as the police arrive and you hear muffled gunshots. The little girl’s muffled voice says “Thank you” over and over again.

Check out previous month’s entries at the Round Table’s main page!
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[...] City: Help, in which Travis takes a look at the unreliable narrator in this short [...]
This is so… creepily cool. It’s real-life interactive fiction, and that will certainly make prototyping easier.
I’m very impressed by the impact the plot had on me, just reading about it. Which is why I’m rather scared of actually playing it in meatspace. I imagine it as such a powerful experience that I’d be physically moved by it. The sheer amount of dread is easily rivaling any written story.
Well done.
Reply to David SahlinThanks, David! I’d love to play something like this. I think it would be really effective if the voice recognition was powerful enough and/or the limitations were hidden well by the audio and responses.
Reply to Travis MegillThat is a scary scenario. Unlike other horror/thriller games this one is so powerful because you can’t see anything. Itt also doesn’t fall into the usual trope of an ARG of a vaste conspiracy. This is such a good game idea though it seems a little short. Not sure if I see the same guilt complex here that is in A Tell-Tale Heart. You feel guilty if the girl gets killed, but other than that it doesn’t seem to follow the theme. It is still a great idea on its own merits.
Reply to TheGameCritiqueThanks for the comment. I definitely don’t think it reflects the themes of Poe’s story, but following the Round Table prompt, I strayed away from the literary source. I was more interested in trying to create true guilt in the player as Joe suggested might be possible. I imagine the game would feel a little longer if it could actually be played, the description speeds through quite a bit to keep the length of the post manageable (though it’s still quite long).
Reply to Travis MegillI think this is a wonderful idea – if it works. From a developers standpoint what does it take to “ensure” that the player stumbles across the information they need to make the choices they need to make? This is something I’ve been wondering about while playing through Jeanne D’Arc recently. The real brilliance of that game is that they make the battles such that they often seem impossible at the outset. They’ll even “cheat” and add new objectives and enemy reinforcements that you weren’t expecting to muck up your existing battle plans. Yet in the end I (almost) always manage to win through a combination of what feels like beautifully executed tactical thinking. I don’t have the hubris to think I’m that brilliant of a tactician nor have I heard reviews of the game labelling it brutally and unfairly difficult. That means the developers must have found a very clever way to make you feel like you overcome insurmountable odds in every battle while still making victory fairly easy.
Tying it back to your game idea, how does one go about ensuring that events like “you continue to explore his e-mail account, finding a link to a Facebook account” or “Clicking back over to Samuel’s e-mail account, you notice the phone number he’s calling you from is listed as the home number for David Perez” happen without the player feeling shoehorned into it (which would disrupt the feeling of an ARG)? That feeling of “boy I’m glad I noticed that, otherwise I would have been frakked” should be present for each person that experiences it without too many people *not* noticing it and becoming frustrated.
That obstacle aside (and I really would like to hear how developers go about including determinism-that-feels-like-freedom in games) I really like this idea. Normally I’m not a fan of ARGs, but I think this one really taps into an emotional experience that couldn’t be express any other way.
Reply to Kylie PrymusThe ways that developers use their magic to lead players toward a goal is fascinating. As far as the specific questions about my idea, I think they could all be solved if it was expanded upon. There’s only so much space here, but I’ll answer the specific questions you have.
“you continue to explore his e-mail account, finding a link to a Facebook account”
This could be handled fairly easy by limiting the amount of e-mail the player could look through. In fact, the link could be in the reply to the message Samuel specifically instructs you to find. If for some reason the player doesn’t click the link then Samuel could instruct the player how to access his Facebook account to move the narrative forward. Since the game revolves around a specified time limit, the player that figures out early how to access the Facebook account is rewarded with extra time to explore its contents.
“Clicking back over to Samuel’s e-mail account, you notice the phone number he’s calling you from is listed as the home number for David Perez”
I intended for this to just be something the player could discover that wouldn’t actually affect progression, but it doesn’t make sense because Samuel doesn’t end up in David’s home. Oops! So ignore that little detail. That’s what happens when you’re developing a story and a “game” simultaneously!
I attempted to make the game as limited as possible to avoid a “pie in the sky” game design, so I think this would be doable, but I’d love for someone to tell me where I’ve gone wrong!
Reply to Travis MegillExcellent idea, I really like the horror aspect of the game. The concept of using internet utilities reminds me of the adventure game “Missing “.
Reply to Josh Bycer[...] “Help” [...]