Game Design 2 Week 3

Aleah Dudek

Gris

  1. What made the experience fun or not?

I think it was definitely interesting. I wouldn’t say it was addicting, but I could see myself doing a whole play through over time. I like that there was puzzles within the play through, also parkour, and a storytelling aspect to it.

  1. What is the motivating factor to get or keep players playing?

I think putting the pieces together within the game helps me keep going, not finishing what I started in a sense. Also learning more about the story and discovering the different realms.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I am not sure how if I would call it persuasive because I am not sure what it is trying to persuade. I really enjoyed the different aspects of the story contributing to another though.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

I think the game describes a sense of emotional healing, and coming out of a depressing state. Gris herself represents the player’s inner emotional state. As she regains color, abilities, and voice, it symbolizes learning to live with loss instead of being consumed by it. The mechanics varied as you kept moving if you were able to walk, climb, run , or any other supernatural powers, running and jumping were the main ones though.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay makes me feel curious to what is going to happen next. I also feel like it makes me feel empathy for Gris as she goes with her journey to find herself again.

  1. Is the game an activist game? If so what does the game play advocate for?

I think it is. I think it advocates for mental health and that you can make it out. I think it advocates for finding yourself again.

  1. Describe the game in 3 sentences or in the form of a haiku.

I lose my own voice,
The sky learns how to breathe again,
So do I, slowly.

Detroit Become Human

  1. What made the experience fun or not?

I think it is fun. I like the storytelling of it and the message behind it. I like that you can kind of navigate the story at your own pace.

  1. What is the motivating factor to get or keep players playing?

The different choices you could make I think make

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it’s persuading one to think about “differences” and make the overall message of the game stand out.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

It’s about systems of power, social rebellion, and the fight to be seen as human. It almost acts like the the sense of racism. These robots want to be treated as a human. The mechanics are being able to pivot my way through the story making my one choices when given.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

I think the gameplay makes me feel immersed and as if I am part of the story myself. Being able make my own choices based off the emotion felt or created. I feel empathy for the robots as I see they are treated indifferently I feel sad for them as I want them to be treated equally.

  1. Is the game an activist game? If so what does the game play advocate for?

Yes it is an activist game. it advocates for racism, inequality, and to be treated the same no matter what. That can run for several campaigns, but I think it could also advocate for the potential of our future and what future technology can look like. Depending on the person that could either scare them or excite them.

  1. Describe the game in 3 sentences or in the form of a haiku.

Circuits feel the storm,
Justice sparks in metal bones,
We become alive.

Outer Wilds

  1. What made the experience fun or not?

I think it is fun. I like the free roaming aspect of it;. Being able to walk and fly the spaceship.

  1. What is the motivating factor to get or keep players playing?

Discovering different planets and unlocking new missions within the game. I think the players want to keep going to unlock different abilities and different missions.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it persuades the player to keep going almost in an endless loop it seems. I don’t really see the storyline though that goes a long with it.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

is a metaphor for curiosity, impermanence, and learning to let go. Following missions and achieving things you can’t do in real life. The mechanics are O2, Fuel, Gravity, the plants, your ship and resources.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

It makes me feel curious about what all I can explore and do around the realm. I don’t think I feel empathy because you respawn every time you die.

  1. Is the game an activist game? If so what does the game play advocate for?

I don’t think it is because laws aren’t being changed or revised. You aren’t doing much different except free roaming and dong what you want around the world you have created and evolved in.

  1. Describe the game in 3 sentences or in the form of a haiku.

Time breaks like starlight,
I gather worlds in my hands,
Then let them all go.

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