Dear Esther: Difference between revisions

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{{Multiple issues|
{{Underlinked|date=January 2024}}
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{{Software status
| appid = 203810
| type = games
| free = no <!-- optional, can be removed. - "No" by default -->
| status = delisted-dl2 <!-- More values is available on testcases page. -->
| os = Windows Mac <!-- See template testcases for more values. -->
| deck = Verified <!-- By default: Unknown. -->
| chromebook =
}}
{{ModStatus|status=released|engine=Source|download=http://www.moddb.com/mods/dear-esther}}
{{Dear Esther|4}} is part of a research project, creating experimental game mods, based at the University of Portsmouth, UK. The aim was to use Source to create something radically different from normal: an interactive story that dispensed with traditional gameplay and focused instead on an open-ended, semi-random narrative.


{{ReleasedModSmall|engine=Source|download=http://www.moddb.com/dear-esther}}
The user navigates the environment, triggering audio fragments of a narrative which, together with visual clues and codes embedded in the world, build to create a story which is inherently constructed around the innate slippage of meaning and fragmentary nature of interactive experiences. To put it another way: it looks like a game, and feels like a game, but it's really something quite different.
 
== Overview ==
 
Dear Esther is part of a research project, creating experimental game mods, based at the University of Portsmouth, UK. The aim was to use Source to create something radically different from normal: an interactive story that dispensed with traditional gameplay and focused instead on an open-ended, semi-random narrative.


The user navigates the environment, triggering audio fragments of a narrative which, together with visual clues and codes embedded in the world, build to create a story which is inherently constructed around the innate slippage of meaning and fragmentary nature of interactive experiences. To put it another way: it looks like a game, and feels like a game, but it's really something quite different.
As of 2025, the 2012 version of the game is no longer available on Steam in favor of "'''Dear Esther: Landmark Edition'''", which runs on Unity engine. However, the 2012 version is still available on [https://www.humblebundle.com/store/dearesther Humble Store]. The original 2009 SourceMod is also remains available on ModDB.


== Features ==
== Features ==
 
* Explore the island to unlock the story and piece together the mystery
* Explore the island to unlock the story and peice together the mystery
* Randomised narrative means a different version of the story is told every time
* Randomised narrative means a different version of the story is told everytime
* Features a specially commissioned soundtrack by composer Jessica Curry
* Features a specially commissioned soundtrack by composer Jessica Curry


== Media ==
== Media ==
[[File:island_02_600.jpg]]


[[File:island_05_600.jpg]]


[[Image:island_02_600.jpg]]
[[File:island_17_600.jpg]]
 
[[Image:island_05_600.jpg]]
 
[[Image:island_17_600.jpg]]
 
== History ==
 
A brief history of the mod.  How long has it been around, what kind of changes has it gone through,
what problems had to be overcome.  You know.  Whatever. If you want it.


== Team ==
== Team ==


thechineseroom is the name of a development-led research project based at the University of Portsmouth, UK and funded by the Arts & Humanities Research Council. The idea behind the project is simple: there are questions games researchers are interested in, that fall outside the kinds of media produced by industry. This gives us a choice, either we can discuss these questions theoretically, or we can take advantage of the rich culture of modding and availability of game engines and try and build media ourselves to tackle them. This second option-  development-led research - is what thechineseroom is all about.
The Chinese Room is the name of a development-led research project based at the University of Portsmouth, UK and funded by the [http://www.ahrc.ac.uk Arts & Humanities Research Council]. The idea behind the project is simple: there are questions games researchers are interested in, that fall outside the kinds of media produced by industry. This gives us a choice, either we can discuss these questions theoretically, or we can take advantage of the rich culture of modding and availability of game engines and try and build media ourselves to tackle them. This second option-  development-led research - is what thechineseroom is all about.


Over 2007-8, we have developed three mods, two in Source and one in idTech4, each pushing in a different direction. Dear Esther explores the use of FPS technologies to create an interactive storytelling experience, removing traditional gameplay. Conscientious Objector is a re-imagining of the opening of Doom 3, only this time with the ability the kill removed (i.e. you get the shotgun, but it's only got rubber bullets in it); and Antlion Soccer pushes the inherent sport of Deathmatch in a different direction (it's pretty much what it says on the tin - soccer with gravity guns and antlions).
Over 2007-8, we have developed three mods, two in Source and one in idTech4, each pushing in a different direction. Dear Esther explores the use of FPS technologies to create an interactive storytelling experience, removing traditional gameplay. Conscientious Objector is a re-imagining of the opening of Doom 3, only this time with the ability the kill removed (i.e. you get the shotgun, but it's only got rubber bullets in it); and Antlion Soccer pushes the inherent sport of Deathmatch in a different direction (it's pretty much what it says on the tin - soccer with gravity guns and [[antlions]]).


thechineseroom is run by Dan Pinchbeck, who produced, designed and wrote the script for Dear Esther. Other team members were:  
The Chinese Room (Dear Esther team):


Josh Short and Adam Griffiths - Environment design and build
* Produced, written and designed by Dan Pinchbeck
Jonathon Brown - coding
* Environment built by [http://www.game-art.co.uk Josh Short] and [http://www.darkrockgames.com Adam Griffiths]
Jessica Curry - composer
* Programming by Jonathon Brown
Nigel Carrington - voice acting
* Music by [http://www.jessicacurry.co.uk Jessica Curry]
* Voice Acting by [http://www.nigelcarrington.com Nigel Carrington]


== Localized versions ==
== Localized versions ==
Line 47: Line 52:
== External links ==
== External links ==


* [http://www.moddb.com/mods/dear-esther Dear Esther page on ModDB including link to download]
* {{moddb|mods/dear-esther|Dear Esther}}
 
* {{Steam store|app/203810}}
 
* [https://www.humblebundle.com/store/dearesther Humble Store page]
 
* [http://www.thechineseroom.co.uk thechineseroom project website]
[[Category:HL2 Third Party Mods]]
* [http://www.danpinchbeck.co.uk link Dan Pinchbeck's research homepage]
[[Category:Released Mods]]
{{SourceBranchCategory|src09}}
[[Category:Single Player Mods]]

Latest revision as of 03:54, 29 March 2025

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This mod for Source has been released! Download it now.

Dear Esther Dear Esther is part of a research project, creating experimental game mods, based at the University of Portsmouth, UK. The aim was to use Source to create something radically different from normal: an interactive story that dispensed with traditional gameplay and focused instead on an open-ended, semi-random narrative.

The user navigates the environment, triggering audio fragments of a narrative which, together with visual clues and codes embedded in the world, build to create a story which is inherently constructed around the innate slippage of meaning and fragmentary nature of interactive experiences. To put it another way: it looks like a game, and feels like a game, but it's really something quite different.

As of 2025, the 2012 version of the game is no longer available on Steam in favor of "Dear Esther: Landmark Edition", which runs on Unity engine. However, the 2012 version is still available on Humble Store. The original 2009 SourceMod is also remains available on ModDB.

Features

  • Explore the island to unlock the story and piece together the mystery
  • Randomised narrative means a different version of the story is told every time
  • Features a specially commissioned soundtrack by composer Jessica Curry

Media

Island 02 600.jpg

Island 05 600.jpg

Island 17 600.jpg

Team

The Chinese Room is the name of a development-led research project based at the University of Portsmouth, UK and funded by the Arts & Humanities Research Council. The idea behind the project is simple: there are questions games researchers are interested in, that fall outside the kinds of media produced by industry. This gives us a choice, either we can discuss these questions theoretically, or we can take advantage of the rich culture of modding and availability of game engines and try and build media ourselves to tackle them. This second option- development-led research - is what thechineseroom is all about.

Over 2007-8, we have developed three mods, two in Source and one in idTech4, each pushing in a different direction. Dear Esther explores the use of FPS technologies to create an interactive storytelling experience, removing traditional gameplay. Conscientious Objector is a re-imagining of the opening of Doom 3, only this time with the ability the kill removed (i.e. you get the shotgun, but it's only got rubber bullets in it); and Antlion Soccer pushes the inherent sport of Deathmatch in a different direction (it's pretty much what it says on the tin - soccer with gravity guns and antlions).

The Chinese Room (Dear Esther team):

Localized versions

This link goes through to 1.0, hosted at ModDB. There are some minor adjustments, mainly to displacements and a trigger location or two, to be carried out before 1.1 is released (probably Sept 08)

External links