A story about a man named Row · 01 of 06
Row’s Summer Drifting
罗的夏日漂流
A man killed in the war drifts down a river, holding on to a dead branch, and at last comes home.
- Role
- Writer · game designer
- Tools
- Unreal Engine 5 (game prototype)
- Game prototype
- Flow
- Tags
- War · drifting · twist narrative · walking sim · collecting · survival
- Emotional core
- I keep losing things, and I keep getting them back
- Status
- Full story coming soon
Story
Down the river, back to that tree
I drifted and drifted, down the river, all the way back to that tree…
Elevator pitch
A drift through one turn of the four seasons, about peace and freedom, love and grief, reunion and farewell.
The story
In the war, Row is hit by a shell. When he wakes, he is holding on to a piece of driftwood, floating in water that goes on forever.
The player signals passing boats, strangers and even birds for help, scavenges for food, and fights to stay afloat.
Through summer, autumn and winter, the soldier holds on. Then, in spring, the river carries him home. He sees his family at last, and learns the truth: he has been dead the whole time.
Small interactions along the way plant clues, so the final reveal feels earned rather than imposed.
What Row wants
| Physically | Survive in the water. |
| Emotionally | Make it through the war, go home, and see his mother. |
Who Row is
Row is an ordinary infantryman, wounded by a shell during the war. He has no defined face; a single recurring mark, such as his haircut, identifies him across the series. His character card is a white paper cutout in the shape of a gravestone, listing his date of birth and a few words that summarize his life.
He is not a hero, but one of countless ordinary soldiers. That ordinariness is the point: his stubborn drift home could belong to anyone.
Creative intent
The one life we get
Everyone is drifting, in one way or another.
Where it came from
The idea came on a walk between classes, shortly after I read the news about new tariffs. Surrounded by strangers and uncertain about the future, I had a distinct sense of drifting.
From that moment came a single image: a grown man, thin as a branch, clinging to a piece of driftwood at sea. The project grew from that image.
What I want to say
The project returns to themes that run through my work: death, separation and war.
Everyone is drifting in some way, until they return to the end of life, which is also where it began. Only there does the reason for the journey become clear: the reason one had to keep going, in the one life we get.
What I believe a game should be
| About the real world | Games should speak to real problems, not just entertain. They can hold the struggles and feelings people can’t put into words. |
| Non-competitive | Each project starts from a social problem or a specific hardship, and aims to offer comfort and support and to draw attention to it. The player isn’t fighting anyone. |
| No failure | The game is designed as an experience, not a test. If Row goes under, play continues, but sound, color and interaction fade until his oxygen returns. In story terms, he is already dead, so the game cannot end in failure. |
| Prose games | Literature has prose and poetry, and film has poetic cinema. Games should have prose games too: games with no challenge to beat, only something to live through. |
Why it has to be a drift
Why set the game on water rather than on land?
| A life’s journey | A drift reads naturally as a life’s journey. A journey moves from life toward death; a drift can run the other way, from death back to life. Death is the starting point, and home is the destination. |
| Room for the strange | On the water, it is easy to let impossible, dreamlike things float by. The logic of land is solid, and fantasy is harder to slip in. |
| A stronger ending | Row fights all the way home, only to learn on arrival that he is dead. A mother seeing her son’s body carries far more weight than news delivered by a comrade. |
References
| 1917 Sam Mendes, 2019 | The visual seed. A soldier clings to a log in a river covered with cherry petals: beautiful scenery against brutal survival. |
| Pause Michal Shoshan, 2020 | Visual reference and research. A generative game inspired by Viktor Frankl’s Man’s Search for Meaning: you wander out of an empty void, and the world fills in around you. |
| Flower thatgamecompany, 2009 | The model for level four: flowers bloom wherever Row’s driftwood passes. |
| Sky and Monument Valley | Characters without faces: silhouette, restraint, leaving things out. |
| Cat Museum | How the truth is revealed at the end. |
| Dani Diez, En Iwamura | Visual development references for Row’s character design. |
| Material references | A painting of river stones and a carved coastal landscape, collected as studies for water and texture. |
Structure design
Four seasons, four ways to survive
The problem
Early drafts were rebuilt several times because the drift kept settling into a single rhythm. The challenge was to add depth and escalation.
The solution: give each season a different mode of survival.
| Season | Mechanic | Emotion | Way of surviving | |
|---|---|---|---|---|
| 1 | Summer | Survive and explore | Loneliness, testing the water | Technical survival: he doesn’t understand what happened; he grabs the driftwood and keeps his balance. |
| 2 | Autumn | Ask others for help | Letting go, courage | Survival in the real world: calling for help, and planting the truth of his death. |
| 3 | Winter | Survive and save himself | Self-redemption, courage | Psychological survival: in despair, he turns to himself. Near-death visions arrive as childhood doodles and diary pages. |
| 4 | Spring | Wander and feel | Recognition, perception | The easiest level: enjoy the view and collect good memories. Then the twist: the truth of his death. |
Level by level
| Opening 1917, 5:45 a.m. | A black screen, which is black river water, swept now and then by searchlights. Gunfire continues. Suddenly the screen shakes hard, as if something was thrown into the water. Every sound goes quiet; the river grows louder. Fish lift their heads. In the flickering light, the black silhouette of a man holding driftwood floats past. Title: Flow. Fast pace into slow. |
| Level 1 · Summer First person · the river widens | Row wakes up caught in a tree, puzzled that such a huge tree stands in endless water. The player clicks, the tree snaps, and the drift begins (slow pace into fast). Keep your balance and dodge rocks. Try to grab three things floating by: a dead body (or a strange, dreamlike animal), a bombed-out window, and sometimes even a crocodile’s mouth. Meanwhile, keep catching the belongings that wash out of his clothes, to hold on to his confidence. Goal: introduce the world, learn the controls, and show how hard it is to survive. |
| Level 2 · Autumn First person to third · the river opens wide | Leaves are scattered over open water. A crow tilts its head and stares at him. Three boats come close, one after another, seen as shadows. To get their attention, the player must throw away the things that keep him going: his sketchbook, his father’s pocket watch, his mother’s photo. All three boats see that he is dead, and none of them saves him. His confidence hits bottom, and the crow lands beside him. |
| Level 3 · Winter Third person to first · the river narrows | Row keeps hitting ice floes. The crow watches, then flies away. He can no longer move at all, and the inner notebook unlocks. The player steers him around the ice to keep him alive, but the odds are low, and collects the memories that keep slipping out of him, putting them back into his body (losing memory stands for death and giving up). Three objects open three memories: his mother; the daughter he never met; and what happened after he died. In them, we find Row’s three true wishes. With all three, he slowly starts to move again, drifts past the last floe, and goes on. |
| Level 4 · Spring First person · a narrow river, near the shore | The driftwood in Row’s hands sprouts new leaves. Wherever it passes, flowers bloom, and birds fly over in flocks. The player only steers, lighting up flowers in the water, until he reaches the big tree. |
| Ending · the truth First person to third · callback | Row drifts to a big tree and lies on the bank. Toys are tossed into the water one by one and float beside him. Click them, and you hear children playing on the shore; they are the same toys Row had as a child. “Are these mine?” A woman’s silhouette appears in the water, wearing the necklace his diary mentions again and again: his mother’s. He can’t speak or hear anymore, but in his inner diary he writes down his joy: I’m home. A crow pecks at his face and takes his eye; the view switches and the player now flies as the crow. Suddenly the world has sound. The woman is sobbing over a body on the bank. Row is missing a leg, which is why he could never keep his balance. People murmur: “Poor Row. Looks like a shell threw him in the river, and he floated all the way back.” As the crying goes on, the river turns from white to black. The player flies away. The end. |
The river as the map
The map is built from changes in the river. The waterway goes from narrow to wider in summer, wider to wide open in autumn, open back to narrower in winter, and narrow, reaching the shore, in spring. The river’s speed and the size of its waves set the pace.
Core gameplay
Drift (mouse) and pick up (on contact). The movement is closer to climbing than swimming: the player appears to collect debris, but is actually using it to pull forward, assembling an ark from whatever floats by.
The player wakes surrounded by water. With no input, Row slowly sinks and the screen turns gray; a click brings him back up and restores color. The current carries him faster and faster. Grabbing wreckage and wood steadies his body until he can ride the current. Once he is stable and has gathered enough, time slows and the next level begins.
Systems
| Need | In real life | In the game |
|---|---|---|
| Oxygen | Keep your body above water | Alternate left and right mouse clicks to stay afloat. Sinking drains sound, color and interaction until oxygen comes back. |
| Fresh water | Rain | Refills on its own; no action needed. |
| Food | Catch fish, scavenge supplies | Steer with the mouse; press space to pick up. |
| Confidence | The will to live | Belongings keep washing out of his clothes; each one lost lowers his confidence. Low confidence means more frantic input: one kick might keep him up for 10 seconds, but with too little confidence the cooldown grows, or the kick sometimes fails. Looking at his belongings raises it again. |
| Belonging | What it holds |
|---|---|
| Family photo | Family |
| Letter from his fiancée | Love |
| Pocket watch | Friendship |
| Origami bird | His dream: a farm, and becoming a bird keeper |
Calling for help
Row splashes and throws away pieces of his resolve, his belongings or what he picked up along the way, toward passing boats and people. Every attempt fails in some way, because he is already dead.
| Outcome 1 | Some calls work: he gets food and a life ring. |
| Outcome 2 | Some reveal, through dialogue, that they can’t take one more person. |
| Outcome 3 | Some are afraid: they are civilians on the enemy side, and fear what the authorities will do if they save him. |
| Outcome 4 | He gets on a boat and is pushed back off, because they realize he is dead. |
Dialogue is deliberately mismatched: Row speaks as a man who believes he is alive, while others respond to a dead man. He signals for rescue and is handed a bouquet of flowers.
Controls
| WASD | Look up, down, left and right. |
| Mouse forward and back | Move. |
| Mouse left and right | Keep your balance. |
| Click | Kick back up to the surface. |
| Click and drag | Collect. |
| Camera | Looking up from the water; you can turn left and right. In a storm, the view flips. |
| Screen | No UI at all. |
Three narrative lines
| Main line · the drift | Survive and get home, in the present. Carried by gameplay and space. |
| Side line · the fantasy | Row to his daughter: childhood memories and imagined scenes, filling in who Row is. “The stars swayed right above my face. The world really is endless.” When the fragment ends, a rough sketch appears; click it, a seagull flies off, and we cut back to the drift. |
| Side line · years later | His daughter’s point of view, decades on: a film crew digging trenches uncovers a body no one can identify, with a red star medal beside it. A note drifts down from the sky: “If I make it home, when the war is over, I want to—” Row has found one of his true wishes. Confidence +1. (Whether to keep this line is still open.) |
The hint that runs through everything
| Against the current | What if Row is always moving against the current, as a sign of how badly he wants to get home? Barely noticeable at first, then more and more obvious as things get harder. A visual impossibility that feels slightly wrong, counterintuitive, uncomfortable. If the setup is weak, the reveal will feel like a trick rather than a payoff. |
| The crow | From the first level, a crow keeps taking things from him: a diamond that is really his eye, a pearl necklace that is really his collarbone. Row is puzzled, since he never owned either. To him the crow is white; in truth it is black, the same object beautified by his perception. The motif carries the emotional core: I keep losing things, and I keep getting them back. |
| The missing leg | He can never quite keep his balance. The ending explains why. |
| Another twist | A dog tag with a name on it goes home in his place, and turns out to be a friend’s: the comrade who helped you get home. |
Sound
Every sound has its opposite, and the game moves between them.
| Fierce battle | Easy jazz |
| Fireworks | Gunfire |
| Children playing | People crying out |
| Running water | A ticking clock |
| Breathing | Wind under a bird’s wings |
How it evolved
| First pitch | A spring opening where you can tap fish, birds and leaves, then war breaks into the beautiful scenery. Balance, confidence, calling for help, and the reveal at home. |
| Four-season draft | The rhythm problem solved with four ways of surviving; storyboards for every level; the crow and the inner notebook; three narrative lines. |
| Latest version | Levels are renamed Fall and Drift, The Ark, The Long Season and Homecoming (spring 1918). Clear win conditions: catch six objects to build an ark; call for help three times; swap ice floes and steer by the angle of impact, like billiards, to reach a mirage in the distance; reach the big tree. Style: cel-shaded 3D. |
| Feedback | The draft was overwritten and left the player too little agency. The strongest force in the game is the water, so the player’s actions should grow out of how it pushes them. |
Art and production choices
| 2D or 3D | 2D is easier to build and allows richer mechanics. Realistic 3D is more immersive, but water and a first-person camera are the hard parts. 2D would be a compromise. |
| Point of view | First person or third? The answer became a shift between the man and the crow. |
| Storytelling | Cutscenes or stop-motion; for the reveal, a 20 to 30 second montage of fragments and text. |
| Without water | Could it happen somewhere else? A letter trying to get home, blown along through sky and over land, or carried by a pigeon you control. |
| Guidance | Open water needs clear direction cues. Calling for help could be reduced to a single key to keep the scope manageable. |
Open questions
| Numbers | Map every value and interaction in one table: each trigger, the value it changes, and what the player sees. This includes river speed, whether a grab succeeds, how long Row stays afloat, and the total number of clues. |
| Interaction | Are objects pulled toward Row, or does he move to them? Can he swim or reach out? Showing his hands, tied to the mechanics, would mark what is within reach. |
| The boats | How do the three boats differ? Two enemy sides, big ships and small boats, fishermen and soldiers? |
| Level 4 | As Row senses life returning, should a value rise? One option is to let it fall instead, setting what he does against what the player sees. |
| Tone | How can a beautiful summer feel threatening? Some clues should be explicit and others hidden; death should read as beautiful and uncanny. |
Read
Coming soon
The full story is being rewritten and will be published here soon.
Reference: Michal Shoshan, Pause ↗
The game
Flow, in development
This story is being developed into a narrative game, Flow: 3D, built in Unreal Engine 5 with a toon-shaded look, as a solo project.

| Area | Status |
|---|---|
| Concept and narrative structure | Complete: four seasons, four levels, three narrative lines, the recurring hint |
| Level design | Complete: each level’s goal, controls, win condition and storyboard sketches |
| Look development | In progress: early Unreal Engine 5 scenes and silhouette style tests |
| Script | In progress: the full script, season by season |
| Game design document | Next: flow, assets, interactions and the value table |
| Level 1 prototype | Next: drifting, picking up, the raft and the confidence meter |
关于罗的故事 · 第一篇,共六篇
罗的夏日漂流
Row’s Summer Drifting
一个死于战争的人,抱着枯树枝在河水中漂流,最终回到了家乡的故事。
- 角色
- 写作 · 游戏设计
- 工具
- Unreal Engine 5(游戏原型)
- 游戏原型
- 《Flow》
- 标签
- 战争|漂流|反转叙事|步行模拟器|收集|生存
- 情绪核心
- 我一直在失去,但我一直在找回
- 状态
- 全文即将发布
故事介绍
顺着河流,回到那棵树下
我漂啊漂啊,顺着河流,一直回到了那棵树下……
一句话
一场轮回四季的漂流,关于和平与自由,爱与悲伤,重逢与告别。
故事
战争中,Row 被炮弹砸中。醒来时,他抱着一块浮木,漂流在无边无际的水中。
玩家需要向经过的船只、路人甚至飞鸟求救,寻找食物,在水面上努力生存。
士兵费尽千辛万苦,经过四季的轮转,在水面上意志顽强地生存下去。却在漂流回家乡的河、见到家人之后,发现了自己已经死亡的真相。
一路上的伏笔交互为最终的真相做铺垫,让反转水到渠成。
角色需求
| 物理层面 | 在水中求生。 |
| 心理层面 | 活下去,战争结束,回家见到妈妈。 |
Row 是谁
Row 是一名普通的步兵,在战争中被炮弹炸伤。他没有具体的面部形象,只以一个贯穿整个系列的固定印记(例如发型)作为辨识。他的角色卡是一张墓碑形状的白色剪纸,写着他的出生年月日,以及概括他一生的几个词。
他不是英雄,只是千千万万普通士兵中的一个。正因为普通,他执意漂流回家的故事,才可能属于每一个人。
创作意图与灵感
仅此一次的人生
每个人都处于某种漂流状态中。
灵感来源
这个想法出现在一次课间的路上。那天我刚读到关税的新闻,身边都是陌生人,对未来也充满不确定,我突然有了一种漂流的感觉。
由此浮现出一个画面:一个瘦得像树枝一样的成年男人,攀附着一块浮木,在海上漂流。这个项目便从这个画面开始。
我想说的
这个项目延续了我创作中反复出现的主题:死亡、分离与战争。
每个人都处于某种漂流之中,直到回到生命的终点,也就是起点。到那时,一路漂流的原因才会变得清晰:那是非如此不可的理由,在仅此一次的人生里。
我认为游戏应该是什么样的
| 反映现实 | 游戏应该与现实问题相关,而不是纯粹的娱乐项目。它关注人们平时无法言表的困境、感受。 |
| 非对抗性 | 每个项目都从一个社会问题或具体的生活困境出发,希望提供慰藉与支持,并引起关注。玩家不与任何人对抗。 |
| 没有失败 | 游戏被设计为一段体验,而不是一场考验。Row 沉没时,游戏继续,但声音、颜色和交互会逐渐消失,直到氧气恢复。从叙事上说,他本来就已经死了,所以游戏不会以失败结束。 |
| 散文游戏 | 文学有散文和诗歌,电影也有诗意电影,游戏也应该有散文游戏。那是一种无需挑战、只需经历的游戏。 |
为什么必须是漂流
为什么把游戏放在水上,而不是陆地上?
| 人生旅程 | 漂流天然带有人生旅程的意味。旅程从生走向死;漂流可以反过来,从死回到生。死亡是起点,家是终点。 |
| 容纳奇幻 | 漂流很容易插入奇幻而不合理的存在。陆地上的逻辑都很坚固,想要加入奇幻色彩并不容易。 |
| 结局的力量 | Row 拼尽全力回到家,却在抵达时得知自己已经死去。母亲亲眼看到儿子遗体的冲击,远大于战友带回的消息。 |
参考
| 《1917》 萨姆·门德斯,2019 | 视觉起点。士兵抱着木头,在落满樱花花瓣的河中漂流:美好的景色,与残酷的生存压力。 |
| 《Pause》 Michal Shoshan,2020 | 视觉参考与调研。一款受弗兰克尔《活出生命的意义》启发的生成式游戏:玩家从一片虚空中走出,世界在身边逐渐长出细节。 |
| 《Flower》 thatgamecompany,2009 | 第四关的参考:浮木漂过的地方,沿途鲜花绽放。 |
| 《光遇》《纪念碑谷》 | 没有脸的角色:轮廓、留白、减法。 |
| 《猫博物馆》 | 结尾真相揭示的方式。 |
| Dani Diez、En Iwamura | Row 角色设计的视觉开发参考。 |
| 材质参考 | 一幅河底卵石的画和一件海岸雕刻,作为水与质感的参考。 |
结构设计
四季,四种求生方式
遇到的问题
早期版本推翻了多次,因为漂流始终停留在单一的节奏里。核心问题是如何增加深度与递进。
解决方案:每个季节对应一种不同的求生方式。
| 设定 | 机制 | 情绪 | 求生方式 | |
|---|---|---|---|---|
| 1 | 夏 | 生存 + 探索 | 孤独,试探 | 技术上的生存:尚未弄清处境,只能抓住浮木、保持平衡。 |
| 2 | 秋 | 向他人求助 | 放开,勇气 | 现实世界的生存:开始向他人求救,铺垫死亡的真相。 |
| 3 | 冬 | 生存 + 自救 | 自我救赎,勇气 | 心理上的生存:在绝望中转向自救,濒死幻觉以少年时期的简笔画和日记的形式出现。 |
| 4 | 春 | 游览 + 感受 | 认知,感知 | 最简单的关卡:欣赏风景,收集美好的记忆。随后叙事反转,揭示死亡的真相。 |
关卡详解
| 开场 1917年,上午5:45 | 黑色的屏幕(黑色的河水)被扫射灯不时划过,战争的炮火声持续着。突然,屏幕剧烈晃动,似乎有什么东西被扔进了水里。声音全部安静下来,河流声越来越大。鱼儿抬头,忽明忽暗中,一个男人抱着浮木的黑色剪影在河里漂过。游戏名出:《Flow》。快节奏进入慢节奏。 |
| 第一关 · 夏 第一人称 · 水道由窄到渐宽 | Row 醒来,发现自己被挂在一棵树上。他非常奇怪,为什么无边无际的河水中会有这样一棵巨大的树。一些对话交代处境。玩家点击,树木断裂,漂流开始(慢节奏进入快节奏)。玩家需要保持平衡,躲避障碍物(石头),在漂流中不断尝试抓住 3 个东西:漂流过来的死人(或美好而梦幻的小动物)、炸毁的窗户,有时甚至是鳄鱼的嘴巴。同时,玩家需要不断抓回自己身上漂走的东西,维持信心值。目的:介绍世界观,熟悉操作,交代生存下去的艰难程度。 |
| 第二关 · 秋 第一人称转第三人称 · 水道渐宽到宽阔 | 无边无际的水面上,散落着一些叶子。一只乌鸦歪头,呆呆地看着他。3 艘船轮番靠近(以影子出现)。玩家需要抛出身上保持信念值的东西:素描本、父亲的怀表、妈妈的照片,吸引 3 艘船的注意。但 3 艘船都发现他死了,所以没有拯救他。信心值降到最低,乌鸦飞到他身边,进入下一关。 |
| 第三关 · 冬 第三人称转第一人称 · 水道宽阔到渐窄 | Row 时不时会撞上浮冰。乌鸦看着他,飞走了。Row 已经彻底失去行动的能力,解锁【心理笔记本】功能。玩家需要控制躲避浮冰,维持生命值,但成功率很低。玩家需要点击收集 Row 不断流散出的记忆,放进他的身体里(人丧失记忆代表死亡和放弃)。3 个物品,各触发一段回忆:妈妈的记忆,素未谋面的女儿的记忆,自己死后的记忆。在回忆中,我们将收集到 Row 生前的 3 个真实愿望。集齐 3 个愿望,Row 的行为能力将逐渐恢复。漂流过最后一块浮冰,进入下一关。 |
| 第四关 · 春 第一人称 · 水道狭窄靠岸 | Row 手里的浮木,萌生出新的嫩芽。浮木漂过的地方,沿途鲜花绽放,鸟儿成群飞过。这一关只需要控制方向漂流,不断点亮水中的花朵,直到到达大树。 |
| 结尾 · 死亡的真相 第一人称转第三人称 · callback | Row 漂流到一棵大树下,躺在岸边。一只一只玩具被扔到水中,漂浮在他的身边。玩家点击玩具,小孩子在岸边玩耍的声音传来。那些玩具,和 Row 小时候的一样。“这是我的玩具?”河水中,女人的剪影出现,剪影带着一条项链。那是日记中无数次出现的妈妈的项链。Row 欣喜不已。尽管已经无法说话,也听不见声音,但他在心里的日记本上不断地写着自己的雀跃。他写下:我回家了。一只乌鸦向他的脸啄来,叼走了他的眼珠,视角转换,玩家可以控制乌鸦飞行。世界突然有了声音。女人抱着河边的尸体痛哭。Row 失去了一条腿:原来这就是他一直无法保持平衡的原因。人们议论着:“可怜的 Row,看样子他是被炸死到河里,一路漂回来的。”河水随着哭泣的声音,逐渐从白色变成黑色。玩家飞走,结束。 |
用河水的变化做地图
水道的宽窄就是关卡的地图:夏天由窄到渐宽,秋天渐宽到宽阔,冬天宽阔到渐窄,春天狭窄靠岸。水流的速度和“浪”的大小,控制节奏的快慢。
核心玩法
漂流(鼠标控制)+ 拾取(接触即拾取)。操作感更接近攀爬而不是游泳:玩家表面上在收集漂流物,实际上是借助它们前进,并用它们拼出自己的方舟。
玩家醒来时四周都是水。如果不操作,Row 会慢慢下沉,画面变灰;点击后他重新浮出水面,色彩恢复。水流越来越快,抓住残骸和木头能让身体稳定下来,逐渐驾驭水流。足够稳定、收集足够之后,画面放慢,进入下一关。
系统与数值
| 需求 | 现实中的行为 | 游戏中的操作 |
|---|---|---|
| 氧气 | 身体浮出水面 | 鼠标左右键轮流点击,保持在水面上的平衡。下沉时失去声音、颜色和交互,直到氧气恢复。 |
| 淡水 | 下雨 | 自动补水,无需操作。 |
| 食物 | 抓鱼,捡物资 | 鼠标控制方向,空格键拾取。 |
| 信心值 | 活下去的意志 | 不停地有照片和其他物品被水从衣服里冲走,每丢失一件,信心值下降。信心值下降,想要生存下去就要操作得更频繁:扑腾 1 次可以漂浮 10 秒,但信心值不足后,扑腾的冷却时间会加长,或者偶尔会失灵。查看私人物品、调取回忆,信心值会回升。 |
| 私人物品 | 代表 |
|---|---|
| 全家福照片 | 亲情 |
| 未婚妻的信 | 爱情 |
| 怀表 | 友情 |
| 小鸟折纸 | 梦想:农场,原本的人生目标是成为养鸟的人 |
求救
Row 扑腾着,扔出自己的决心(身上的物品、漂流中收集的漂流物),向路过的船只和行人求救。但每一次都会以某种方式落空,因为他其实已经死了。
| 结果一 | 有的求救会成功,获得一些吃的和救生圈。 |
| 结果二 | 有些会通过对话透露,他们没办法再带一个人了。 |
| 结果三 | 有些人很害怕:这是敌军的民众,他们害怕救了男人,会受到当局的报复。 |
| 结果四 | 上了船,又被推下来,因为人们发现他死了。 |
对话刻意错位:Row 以为自己还活着,别人回应的却是一个死人。他发出求救信号,得到的却是一束花。
游戏操作
| WASD | 上下左右观察环境。 |
| 鼠标前后滑动 | 位移。 |
| 鼠标左右活动 | 控制平衡。 |
| 点击鼠标 | 漂浮值,挣扎着浮出水面。 |
| 点击拖拽 | 收集。 |
| 镜头 | 仰头视角,可以左右查看;遇到暴风雨会反转视角。 |
| 屏幕 | 没有任何 UI。 |
剧本叙事视角结构
| 主线 · 漂流线 | 活下去,回家,现实当下的视角。承载游戏行为和空间。 |
| 支线 · 幻想线 | Row 对女儿说的话:童年的回忆,幻想中的视角,补充 Row 的人物形象。“星星就在脸上面很近的地方摇晃,世界真是无边无际。”片段结束时,出现一张简陋的速写;点击,海鸥飞走,画面切回漂流。 |
| 支线 · 多年之后 | 女儿的视角:人们在电影的拍摄现场挖战壕,看到了一具已无法辨认的尸体,尸体旁有一枚红星勋章。一张字条从天空中飘落:“如果我能回到家乡的话,等战争结束,我想——。”Row 在漂流中得到了自己的真实愿望 1 个,活下去的信心值 +1。(这条线要不要保留,待定。) |
贯穿始终的暗示
| 逆流 | 他已经死亡的事实,应该有一件事或者一样东西从头到尾都在暗示。有没有一种可能,让他一直逆着水流的方向前进?这也是体现他回家决心的一种方式。一开始逆流不太明显,越到后面越明显,暗示他遇到的困难越来越严峻。通过这种视觉上的不合理,营造一种令人微微不适、反直觉、反常规的感觉。铺垫不足的话,结局会显得像是对玩家的戏弄,而不是情理之中的揭示。 |
| 乌鸦 | 从第一关开始,乌鸦不断叼走他身上的东西:钻石,其实是眼球;珍珠项链,其实是锁骨。Row 很困惑,因为他从未拥有过这些。在他眼中乌鸦是白色的,实际上是黑色的:同一个事物,被他的感知美化了。这个意象承载了情绪核心:我一直在失去,但我一直在找回。 |
| 失去的腿 | 他一直无法保持平衡,结尾揭晓原因。 |
| 另一种反转 | 一枚有名字的军牌,代替他回家,最后发现回家的是朋友:帮助你回家的战友。 |
声音
每一种声音都有它的反面,游戏在两者之间切换。
| 激烈的战争 | 舒缓的爵士乐 |
| 烟花声 | 炮火声 |
| 孩子们玩闹的声音 | 哭喊的声音 |
| 水流声 | 时钟的声音 |
| 呼吸声 | 鸟飞翔的风声 |
迭代记录
| 第一版构想 | 开场是春天:河水流动,小鱼游过,小鸟飞过,玩家可以点击小鱼、小鸟、小树叶互动。然而这么美好的景色里,战争开始了,形成叙事对比。玩法:平衡、信心值、求救,结局回家发现真相。 |
| 四季版 | 用四种求生方式解决“一个节奏”的问题;每一关画分镜;加入乌鸦与心理笔记本;确立三条叙事线。 |
| 最新版 | 关卡改为“坠落与漂流”“方舟”“漫长的季节”“归乡”(1918 年春)。明确通关条件:驾驭水流、拾取 6 个物品组成方舟;向他人求助 3 次;不断更换浮冰,通过撞击的角度移动自己(类似台球),到达远处的海市蜃楼;到达大树。风格:三渲二。 |
| 反馈 | 草稿写得过满,留给玩家的自由度不足。游戏中力量最强、变化最大的是水,玩家的行为应当从水的推动中生长出来。 |
美术与制作的取舍
| 2D 还是 3D | 2D 好做,游戏机制更丰富;3D 写实,沉浸感好,但难点在水和第一人称视角。2D 是妥协的产物。 |
| 视角 | 第一人称还是第三人称?答案是人和乌鸦之间的视角转换。 |
| 叙事呈现 | 过场动画或定格动画;真相揭示用 20 到 30 秒的蒙太奇混剪:片段 + 片段 + 文字。 |
| 不做水 | 还有没有可能不发生在水里?比如一封信要回家,在天空和地上被吹回家,或者由玩家控制的鸽子送回去。 |
| 指引 | 开放水域需要清晰的方向指引;呼救可以简化为一个按键,控制制作范围。 |
待解的问题
| 数值 | 把所有数值和交互整理成一张表:每个触发条件、它改变的数值,以及玩家看到的结果。包括河流速度、抓取是否成功、漂浮时长,以及线索的总数。 |
| 交互 | 物体是被拉向 Row,还是由他移动过去获取?他能否游泳或伸手?画出他的手并与玩法绑定,可以标示可交互的范围。 |
| 三艘船 | 三艘船在叙事上有什么区别?敌对两方,大船和小船,渔民和士兵? |
| 第四关 | Row 重新感受到生命力时,数值是否应当上升?一种方案是让它反而下降,使他的行为与玩家看到的画面形成反差。 |
| 基调 | 如何让美好的夏天带有威胁感?有些线索应当直白,有些应当隐晦;死亡应当显得美丽而诡异。 |
阅读
即将发布
游戏