Thursday, 16 July 2015

July 17th Post 1 (Game Questions) 9:05


(3) Does your chosen game(s) make user input feel meaningful in terms of story direction and progression Why or why not?

The game I chose to answer this question of "Does your game make the user input feel meaningful in terms of story direction and progression and why?" was the game 9:05.

I believe the game does make the user's input feel meaningful but not in the way the use would assume although a lot of the game interaction was trivial boring things a person would naturally do without thinking but that was the point of the story in a way.Having to open doors by typing "open door" and such seemed quite boring and trivial.

The evidence I have for this is because of the meaning behind the story of the game,which is that you think you are having a boring day at work (Getting changed,eating breakfast,getting ready for work,driving to work) but when in fact you are unknowingly a murderer taking the identity of another character who you killed the night before inside his home and passed out. "You feel like a new person""Who are you?" "You had a rougher night than you thought"

This evidence shows how meaningful those actions were when the player assumed they were mundane when they were actually the murderer's attempt at identity theft.This shows how the player unknowingly progressed the story of this murderer with the wrong context of needing to go to work.

In conclusion this game made the player's actions meaningful through using the actions for the plot twist of not being who you think you are.


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