Thesis Statement

Skylab Vimana's unique game structure creates a social system that forces users to think about the impact their moves make on other players, thereby creating a dynamic through which players quickly form personal relationships with one another. Through its physical architecture made up of limited and shared space, and its system of sharing and opening doors, Skylab Vimana aims to create a sense that a player's actions affect all players at once and the outcome of the game, simultaneously.


Skylab Vimana is a game in which characters find themselves sharing a claustrophobic and panicked space with their teammates, whose progress can cause the detriment of their peers. Players must find their way through the halls of each floor and transfer keys to one another to make their way through the spaceship with the help of their peers. Players are described to be teammates but will soon find that they can get ahead at the expense of others.

We are living in a high-tech, user-centered world where the levels of interactivity are increasing. Though technology gives us a sense of personal and independent agency, we are often found in close quarters with our peers, and often forget how our actions can affect others. I believe that games today should reflect and explore interpersonal relationships because multi-player games have such a strong presence and their status is rising. Currently, popular multi-player games do not always create interactivity that reflects human interaction in a fully realistic way. Teams are often chosen for the player, and relationships from player to player do not evolve from experience, but on a predetermined basis. It is my hope that my game will explore how relationships are formed when player's actions do have consequences in the space that they immediately share with others.

Rather than being able to rely on the designated roles of accomplice or enemy, players in Skylab Vimana will have to decide which of their peers to help and in what situation. The game creates a social atmosphere in which collaboration is encouraged but antagonism is tempting. Players will be forced to think collectively but will undoubtably want to collect items and move ahead individually. In the real world, our actions are often noticed by others and influence their performance, especially in a collaborative or vocational environment, and certainly in the realm of economics. Players in Skylab Vimana will be able to fully view each other's actions in real-time and plan accordingly. In this way, my projects aims to create gameplay that is more social, promoting social responsibility.

The gameplay will allow users to team up, or team up against other players in a freelance, real-time game that requires quick and critical thinking at any given second. The users will need to stay on good terms with their peers if they want help later. My hope is that the gameplay creates the experience of more personal relationships with peers. My prediction is that the level of influence that players can acheive in this game will create the sensation of being in close quarters with other players, i.e. an "intimate" atmosphere of social gameplay that will force players to consider their actions in direct relationship to the status of their peers.