Tuesday, 1 March 2016

WEEK 2 Game Analysis

The game Facade does make user input feel meaningful in terms of story direction and progression as the story direction is decided on what the player says.

I played the games a few times and each time I played, I would either come off as happy to see the characters Grace and Trip or grumpy - like I didn't want to be there. Although these different methods still progressed to a similar outcome. Grace and Trip would always fight and the player would be stuck in the middle whether they're trying to help or stay out of it.

The beginning and end of the narrative in Facade are set depending which path the player decides to take. If I made ill-mannered comments, Grace or Trip would snap at me while fighting or kick me out. When I tried to be kind and patient with them, they still fought, but Grace ended up leaving. In the beginning I am invited to Grace and Trip's apartment and at the end, a character leaves and everyone is unhappy. The fight between the married couple is inevitable and rather depressing. The user input is definitely meaningful in this game as it helps progress the narrative.

Although some things I say aren't always processed properly. I told Grace and Trip that I'm not taking sides then Trip tells me to quit taking sides (shown in the image below, I chose the name Amy). With this, I don't have the expected response from what I say sometimes which can be annoying.

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