Symon is an experimental adventure game that generates new puzzles procedurally whenever you start dreaming. Thus, whenever you start a game, the puzzles will be different. The puzzles try to reproduce the odd logic of dreams, where things make sense but not quite. The theme of the game (being in a dream) is embodied in the design of the game, which at the same time aims at introducing replayability in the adventure game genre.
Our game was mostly inspired by our research topic: Modeling dream logic in an adventure game setting. We decided to use procedural generation to represent the instability of dreams.
Our game procedurally generates puzzles, so every time you play you have a new experience. Most point and click adventures have the same puzzles each time you play. Symon attempts to revitalize the genre by providing an adventure game that has different puzzles every time you play.
About 9 weeks.
The hardest part was creating a “logical” system that functions in a dream-like and “illogical” setting. Developing a stable procedural system was one of our biggest challenges.
Our game was developed at MIT in collaboration with several interns from Singapore.
Very early in development, we authored a detailed concept of our characters and story. Our main character’s name was Symon, so we stuck with it.
Philadelphia, PA
Berklee College of Music
I’ve been an avid gamer since I was 5 years old, and I’m never looking back.
We met in June of this year at the Gambit MIT summer internship.
Alien Swarm, Demon Souls, COD Black Ops, Dragon Age, WoW Cataclysm, Demon Souls, Starcraft, World of Goo, Angry Birds…
Tough one, either Final Fantasy 6 or 7
Probably Oblivion.
I met Final Fantasy composer Nobou Uematsu last year. I can die happy. 🙂
Atari
PC
I love to write music and having a good ol’ LAN party.
Sam Marshall