This game was a great example of using shrub storytelling in such a creative manner. Each choice had a strong result that could make the experience end very quickly or continue with new results on the way. It also felt empowering with each choice having the consequence of simply giving up on sending out the email or actually putting in the work since it gives players the sense that their choices do matter. Overall, great start and finish, wonderful designs and good color palette.
1. The story was told through a computer screen, using a cursor as the player, and used a mix of reconverging plot and choices of endings. This is a all super cool idea!
2. I think that this choice made very good use of the limitations of bitsy, and was generally a very clever idea for a game!
3. My game focuses on a similar idea, and your take on it is so cool! The computer idea was really well integrated, and the choices were clearly defined and the branching felt like pretty natural story progression. Also, nice work on the writing!
The methods of storytelling that the designer used was a story-game with elements of exploration. They were able to do this by having the player select different options, and after doing this several times, it led to a different ending.
The use of choice heavily impacted the experience of playing the game since in order to advance in the story, the player was suppose to choose a certain option, depending on their mood. I thought it was empowering since it makes one reflect on what would be the best option. Thus, it made the game effective in creating the experience, making it very enjoyable in finding out what is the possible result.
This was so cute! I loved how the artwork looked, and I thought the designer did a great job. I liked the small puns that were used and like the creativity behind it.
The game uses the exploration method of storytelling by allowing the player to explore different combinations of options. This made the overall experience of playing the game pretty enjoyable to find the different endings. I liked the game, the visuals and dialogue are cute!
1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly into the definitions from our reading, but please try to describe the method of storytelling/worldbuilding)? How did the designer use those methods consistently?
everything was told via a computer screen and accompanying text to describe the mouse clicks, which remained consistent throughout
2. How did the use of choice impact the experience of playing the game? Did it feel empowering? Disempowering? Did you not really notice? How did it make the game effective (or not) in creating the experience?
the choices were very clearly defined (which marketing method, mode of meeting, etc). the choices affected whether or not the event was successful, and to me it seemed the only major 'bad end' one was selecting in-person mode
3. What feedback, advice, or questions do you have for the designer?
I really liked this! I feel you on the message that in-person is kinda doomed to flop at the moment, despite many people inwardly wanting to be meet others face to face
I think the game tells it's story through exploration, in that we learn about the consequences of our actions as the game progresses; sometime immediately after picking it. The choices were all impactful, and illustrated that even if you have a great idea for a meeting, it would be pointless if it wasn't advertised well. I guess all of the different ending would make this a "shrub" to use the chapter's terminology. Nice job!
The structure I chose for my story was somewhat of a reconverging branch structure. I set it up so that you'd go through rooms in which you'd make 1 choice out of the multiple given, which would then take you to another set room to make another choice. I thought that this structure was easy to follow, and I thought it worked well with my game experience since it was set up for you to go through the "internet" and click a "link/image" for inspiration. Then in the end, you'd get your set ending that was a result of all those choices!
Comments
I liked how your game used shrub story telling with every choice resulting in a unique branch in the ending.
The choices were empowering and I knew a head of time roughly how they would affect the ending but they still had parts that surprised me.
Overall, really nice game with a nice story. I think you did a great job of designing it visually and the color palette is nice to look at.
This game was a great example of using shrub storytelling in such a creative manner. Each choice had a strong result that could make the experience end very quickly or continue with new results on the way. It also felt empowering with each choice having the consequence of simply giving up on sending out the email or actually putting in the work since it gives players the sense that their choices do matter. Overall, great start and finish, wonderful designs and good color palette.
1. The story was told through a computer screen, using a cursor as the player, and used a mix of reconverging plot and choices of endings. This is a all super cool idea!
2. I think that this choice made very good use of the limitations of bitsy, and was generally a very clever idea for a game!
3. My game focuses on a similar idea, and your take on it is so cool! The computer idea was really well integrated, and the choices were clearly defined and the branching felt like pretty natural story progression. Also, nice work on the writing!
The methods of storytelling that the designer used was a story-game with elements of exploration. They were able to do this by having the player select different options, and after doing this several times, it led to a different ending.
The use of choice heavily impacted the experience of playing the game since in order to advance in the story, the player was suppose to choose a certain option, depending on their mood. I thought it was empowering since it makes one reflect on what would be the best option. Thus, it made the game effective in creating the experience, making it very enjoyable in finding out what is the possible result.
This was so cute! I loved how the artwork looked, and I thought the designer did a great job. I liked the small puns that were used and like the creativity behind it.
The game uses the exploration method of storytelling by allowing the player to explore different combinations of options. This made the overall experience of playing the game pretty enjoyable to find the different endings. I liked the game, the visuals and dialogue are cute!
1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently?
2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?
3. What feedback, advice, or questions do you have for the designer?
I liked the writing! Also this hit close to home!
I think the game tells it's story through exploration, in that we learn about the consequences of our actions as the game progresses; sometime immediately after picking it. The choices were all impactful, and illustrated that even if you have a great idea for a meeting, it would be pointless if it wasn't advertised well. I guess all of the different ending would make this a "shrub" to use the chapter's terminology. Nice job!
The structure I chose for my story was somewhat of a reconverging branch structure. I set it up so that you'd go through rooms in which you'd make 1 choice out of the multiple given, which would then take you to another set room to make another choice. I thought that this structure was easy to follow, and I thought it worked well with my game experience since it was set up for you to go through the "internet" and click a "link/image" for inspiration. Then in the end, you'd get your set ending that was a result of all those choices!