Prompt 4: Don’t Get Fired is a game based off a situation that many of us are all too familiar: the stress of work. The game sets the player in the situation of a stressed out employee who is overtired and likely overworked. The employee wants really badly to impress their boss, but there’s a problem. The employee forgets their important briefcase and the player must chose whether to go back and get the briefcase and be late or continue on to work and be on time. This is a compromise that must be weighed by the player. This is where uncertainty is brought into the game. The game allows the player to make decisions to try to impress their boss, in this way the game limits the player into making decisions related to work performance. The game draws heavily on preconceived western work notions, the “nine to five” grind of a cooperate employee who is working hard to impress their boss and keep their job. The game subverts the expectations of the real world in the way of allowing the player to go back and change their mind to not get fired. As the player I anticipated how each decision would affect the game from my preconceived notion of working in a corporate environment. I made my decisions based on my interpretation of the game relating to my work experience. The process of anticipation is played upon when the game slowly reveals text. This is particularly effective when the employee is on the phone calling for help. This anticipation and suspense adds value to the decisions the player makes throughout the game.