Echo of Hysteria 女巫残响

Project Description (Personal Project)

This is VR narrative experience game, bringing the player into a multi-layer drama of Salem Witch Trails and the McCarthy Hearings. With light in hand, the player engages with NPCs, scenes, and live actors, exploring the fight for freedom amid suspicion and oppression over time.

这是一款VR叙事体验游戏,将玩家带入塞勒姆审巫案与麦卡锡听证会的多层嵌套戏剧结构。通过手持光源的交互方式,玩家将与NPC、场景及真人演员产生互动,穿越时空探索在猜忌与压迫中追寻自由的抗争历程。

Concept

This game merges theatrical elements with interactive gameplay. The player will not only relive historical moments but also relate these stories to the modern social issues, reflecting on the contemporary "witch hunts" in reality.

作品将戏剧元素与互动玩法相融合,玩家不仅将亲历历史片段,更将与现代社会的"猎巫"现象建立联系,反思现实中的群体性偏执现象。

Used Software

Unreal Engine 5, Blender, Substance Painter, Mixamo, Oculus

Position

Game Designer, 3D artist, Programmer

Trailer

Portfolio

Design Statement

As I ran down the corridors led by Lady Macbeth in the immersive theater Sleep No More, it was as if I had become a character of the play. This immersive experience exposed me to the charm of interactive theater, which creates strong ties between audiences and actors. However, I found that the audience unintentionally obstructed the action of the actors, at times even interrupted the performance. In addition, the reliance on physical spaces makes it impossible for many excellent immersive theaters to reach a broader audience. 

This sparked the idea of a non-location-based immersive theater. Captivated by the prospect of combining elements of VR gaming and immersive play, I started to develop Echo of Hysteria, a video game that derived from the play The Crucible, bringing my passion for theatre into the realm of game.

 

Through Echo of Hysteria, I hope to explore the following questions :

  • How to encourage players to explore and discover new storylines and interactions in each playthrough?

  • How to strike a balance between the freedom of choice and the presets of the script, ensuring that each player's experience is unique while maintaining the overall framework of the story?

  • How to enable players to deeply engage with and understand the complexity of history?

 

In the design of this game, I focused on bringing the player into a multi-layer drama of Salem Witch Trails (based on the script of The Crucible) and the McCarthy Hearings (inspired by the movie Oppenheimer). With light in hand, the player engages with NPCs, scenes, and live actors, exploring the fight for freedom amid suspicion and oppression over time. The player will not only relive historical moments but also relate these stories to the transparent society of today, reflecting on the contemporary "witch hunts" in reality.

 

To enhance the game’s interactivity, I designed the following mechanics:

1. Player lights the candles in NPC‘s hands to trigger different dialogues and plots.

2. Player lights the candles in the scenes to collect fragments of the story, which is narrated in the form of sound dialogue or performance.

3. Each time the player walks into a place, he may enter a new time and space (1692 or 1953), and the player needs to piece together the complete story through non-linear narratives.

4. The player will sometimes encounter characters played by human actors, who will guide the player into new scenarios, sometimes hunt the player, and sometimes play the role of judge.

 

During the game design, I focused on environmental storytelling to prevent players from getting bored because of the excessive text. Applying the architectural theory to the design, I connected the architectural typology with metaphor in sociology and psychology, hoping to evoke shared human emotions. For instance, I selected several typical spaces from “The Crucible”, which still function in modern society: square and home respectively represent public and private domain, the control room represents surveillance while prison denotes discipline, church stands for indoctrination and court symbolizes judgement. To enable players to grasp the meanings behind the spaces, I not only used typical geometric shapes to build the scenes but also gave them a modern twist to distinguish between two eras. For example, the church from 1692 is made of marble, while the one from 1953 features holographic material. This design method not only captures the essence of immersive theatre design but also shows how to integrate environmental storytelling with architecture to forge new narrative design.

 

Meanwhile, inspired by Pink Floyd’s album Animals, I designed four characters to perform, each symbolizing different personalities in society. For instance, the “Pig” represents authority and law enforcement, while “sheep” represents the oppressed, the scapegoat. The characters in the play are dynamic, changing with the plot, encouraging player to reflect on the fluidity of social roles in reality.

 

During the development, I encountered technical challenges when I sought diverse interaction between actors, NPCs, and the player. Although this is an individual, game-driven experience similar to the walking simulator, it goes beyond enabling players to have live one-on-one interactions with the avatar of actors, which creates an intimate and unique experience that aligns with the principles of immersive theatre. This design increases the replayability of the game and makes each player's experience unique. To achieve this depth of interaction, it is necessary to master motion capture, a skill I am in the process of developing.

 

What’s more, I recognized the potential of artificial intelligence in enhancing interactions with NPCs. Imagine creating AI-driven virtual characters with memories and personalities who can interact with the player in real-time. These could be celebrities in history like the playwright Arthur Miller or politician Joseph McCarthy. Engaging in dialogue with them is just like reading a vivid history book, which testifies to the educational value of the game.

 

All in all, Echo of Hysteria is a game that I am genuinely proud of, because I believe it demonstrates the great potential at the intersection of drama and VR. It diverges from traditional narrative games by seamlessly merging theatrical elements with interactive gameplay. This allows for storytelling to be developed in a manner that is interactive and deeply personal, making audience part of the story rather than observers. Also, the game intertwines historical events with modern social issues, encouraging players to reflect on and discuss real-world parallels, such as surveillance, violence, and freedom. Moreover, this could signal the a new direction for educational experiences, where we engage and deeply connect with the history.

设计过程

在沉浸式戏剧《不眠之夜》中追随麦克白夫人奔跑于回廊时,我恍然成为了剧中人。这种打破第四堵墙的观演方式让我领略到互动戏剧的魅力——观众与演员之间能建立极具张力的联结。但我也注意到,观众的无意识移动时常会干扰演员的表演动线,甚至打断演出节奏。加之传统沉浸式戏剧对实体场所的依赖,使得许多优秀作品难以触达更广泛人群。

这催生了"非实体场所依赖型沉浸式戏剧"的构想。怀着对VR游戏与沉浸式戏剧跨界融合的憧憬,我开始创作取材自《萨勒姆的女巫》的《女巫残响》,将剧场美学注入数字媒介。

《女巫残响》试图探索三个核心命题:

  • 如何通过机制设计,激励玩家在每次体验中主动探索新的叙事线索?

  • 如何在自由选择与剧本预设间找到平衡点,既保证故事框架完整,又能创造个性化体验?

  • 如何借助交互语言,引导玩家深入理解历史的复杂性?

在游戏设计中,我构建了塞勒姆审巫案(基于《萨勒姆的女巫》剧本)与麦卡锡听证会(灵感源自《奥本海默》电影)的双重叙事时空。玩家手持烛光,通过与NPC、场景及真人演员的互动,在猜忌与压迫中追寻自由的抗争轨迹。这种设计不仅让玩家亲历历史现场,更通过隐喻将故事投射至当代透明社会,引发对现实"猎巫"现象的反思。

为强化交互体验,我设计了以下核心机制:

  1. 点燃NPC手中烛台触发差异化对话支线

  2. 激活场景烛光收集以声音独白呈现的叙事碎片

  3. 空间穿越系统:每个场景都可能切换至1692年或1953年,玩家需通过非线性叙事拼合完整图景

  4. 真人演员扮演的动态角色:时而引导玩家进入新情境,时而化身追猎者,时而担任审判者

为避免文本过多引发的疲劳,我着重运用环境叙事手法。借鉴建筑类型学理论,将空间形态与社会学、心理学隐喻相融合。例如从《萨勒姆的女巫》提炼出至今仍在现代社会运转的典型空间:广场与居所象征公域与私域,监控室代表规训之眼,监狱隐喻权力惩戒,教堂暗含意识形态灌输,法庭彰显审判意志。为强化空间表意,不仅采用象征性几何造型构建场景,更通过材质革新区分时代特征——1692年的教堂采用大理石材质,1953年版则使用全息材料。这种设计既延续沉浸式戏剧的空间诗学,也探索出建筑叙事与游戏叙事的融合路径。

受平克·弗洛伊德《动物》专辑启发,我设计了四位象征社会人格的角色。如"猪"代表强权执法者,"羊"象征替罪羊群体。角色性格随剧情动态演变,引导玩家反思现实中社会角色的流动性。

开发过程中最大的挑战来自真人演员、NPC与玩家的多元交互设计。虽然采用类似步行模拟器的单人叙事框架,但通过演员虚拟化身与玩家的实时互动,创造出媲美沉浸式戏剧的私密体验。这种设计显著提升游戏复玩价值,使每个玩家的体验轨迹都独一无二。为实现深度互动,我正在精进动作捕捉技术。

同时,我关注到AI技术在NPC交互中的潜力。设想为历史名人(如剧作家阿瑟·米勒、政客约瑟夫·麦卡锡)构建具备记忆与人格的AI虚拟体,使对话如同阅读鲜活史书,这也印证了游戏的教育价值。

《女巫残响》是我真正引以为豪的作品,因其昭示着戏剧与VR交融的无限可能。通过剧场元素与游戏机制的有机共生,它突破传统叙事游戏的边界,让观众不再是故事的旁观者,而是叙事的共建者。更重要的是,游戏架起历史与现实对话的桥梁,引导玩家在虚实交错间反思监控、暴力、自由等永恒命题。这或许预示着教育体验的新范式——在沉浸式互动中与历史产生深度共鸣。

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