Wednesday, 15 July 2015
July 16th (Gaming Notes) 9:05
9:05 Notes:
So far it feels like the game is guiding your answers and giving hints on what you should do,but I feel like you don't have to do exactly what it suggests and sometimes it tells you you must do something else in order to do what you were trying to do.
Doesn't always interpret what you are trying to say
The game is rushing you to get to work but you seem to fight against the game to get what you need which adds to the tension of some supposed time limit
Some things are assumed by the player like entering the shower you assume it would naturally remove clothes and items for you.
A lot of these choices are trivial things we would do naturally in real life.
People's minds work differently so some words seem more obvious than others at times to some people.
Things that seem right to you can be wrong as you don't entirely know the full story.
In a way having to do every single action makes it feel like you are in full control of "Brian Hadley".
I found out game was about identity and self awareness which makes the players actions that of a murdering identity thief instead of who the player thought he was because of the players assumption that he was the person who lived in the house he woke up in.
I didn't actually think that was the end.
Other Gaming Notes
(2) How does your chosen game(s) try to achieve first-person storytelling? Is it successful?
Facade:
It tries to achieve first person story telling by making you a character that other characters in the game know.You don't really get to know yourself as a character as its about the marriage of Trip and Grace.This game is very driven by Trip and Grace.
I think its successful in making you assume the friend in the crossfire awkwardness.
But that doesn't mean its a good game.It told the story and threw you into the situation with interactivity (albeit they misunderstand you).
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