The two twine games that I chose were very different in structure. The first twine game I played was called "The Temple of No" and it was just a story that you advanced by clicking the underlined words. It would've been boring had it not had different images and sounds that helped tell the story. You also get to choose what character you play as so I thought that really added to being more immersed in the story even though there was a set outcome. The second game I chose was called the smallest room and it was very different from the first one I chose because the options you chose actually affected how the game played out and you had to go back and forth and click on different things in order to gain different keys and pass codes to win the game. The main difference between these two games is the fact that the smallest room has a way to "win" the game while the temple of no just has a story ending instead of the player accomplishing something. I feel like procedural rhetoric is more present in the smallest room and not the temple of no because there are dead ends and actions the player actually has to take. I feel like one example of this is that in the smallest room, by hitting a dead end or by the process of trial and error, you learn what order you need to click things and explore to get past obstacles in the game to win. I feel like the argument this game is making is that a game can be just as engaging as a game with graphics and sound by the amount that the player interacts. The maker of the smallest room had a brief description of the reason for making the game and it was to be able to make a creative and interesting twine game using only 300 words total throughout the entire game. Playing these games has helped me decide that I want to create my game in a way where there are multiple possible endings, so not only can the person win or end the game, but there are several ways to win and several different outcomes. I don't see myself getting too creative with just a guided story because I don't know how I would get the player immersed in the game.
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November 2016
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