- 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)?
- pieced together what we are in a controller thru dialog
- How did the designer use those methods consistently?
- each room had person speaking and picking up a report
- How effective were those methods at communicating a “storyworld”?
- kinda effective, i wish the enviornments/rooms were clearer to better establish the world
- What feedback, advice, or questions do you have for the designer?
- elaborating on above point: like if u made circuit looking tiles, or more interactable things to convey a quirky representation of a controller