The disappearance of Jennifer Smith
- What values you see in the game, and how they are reflected in the choices made by the game designer (This is what we’ll grade you, the reviewer, on for this “Values at Play” assignment.)
- There is clear values of companionship, of relationships between people implemented in the game. This game uses the value of companionship throughout the narrative, as you are trying to find out what happened to your friend/dormmate, Jennifer. It touches on the relationship between Jennifer and Jackson, Jennifer and Eric, Jennifer and Josh, Laura and Jennifer, and Laura and Olivia. There is also a value of exploration that is incorporated in the design of the game structure. The different settings allow the player to put clues together to find out where they need to go next.
- Thoughts on your experience relevant to the objectives in the rubric , specifically:
- How well did the game get you to care about the given topic or cause?
- I felt pretty invested in the mystery, and to find out what happened to Jennifer since she was missing. As a girl, I could relate to feeling worry on whether she was safe or not since there were clues of how she went missing. I do feel like the connection to Jennifer could be a bit stronger so that there was a bigger urge to find her vs solving a mystery.
How well did the game’s use of the medium fit the story?
- I remember being pleasantly surprised at how the medium was used. It plays like a game where you click on different areas to explore and advance the story line. I liked that exploration and figuring out what to do next.
Did it have choices that were interesting and consequential to you? (Did any make you really stop and think?)
- I do remember wondering with the mystery of it, whether there was going to be choices that would impact the storyline. It was intriguing seeing the different settings come together. I knew things were going to go down when we headed to the Woods, which showed how the author was able to use the locations well. There was a drive to find out what happened to Jennifer, but the choices were more on where to go to advance the story. It didn’t really feel like my choices were impacting the storyline, but perhaps that was a design choice to tell a certain story.
- At least 1 thing you appreciated or thought was awesome
- The layout of your game was very cool. I appreciated that you added the Current objective bar in after feedback.
- At least 1 thing you think they could improve on, if they were to turn it into their P4 project
- I noticed that the some items on the current objective bar stays with you if you click on the same space again unfortunately. It was a cool idea to have that though, hopefully could be easy to fix.
- Ledges
- What values you see in the game, and how they are reflected in the choices made by the game designer (This is what we’ll grade you, the reviewer, on for this “Values at Play” assignment.)
- The values of a class system, almost the working class vs the upper class. Do you keep your head down and do your job, or want change in the system? The value of justice, more fair conditions? This choice of a staircase world setting, with oxygen as a limited resource was a super interesting way to tell this story. It embodies the metaphor of a class system well. How the story ends with the staircase falling was such an impactful way to show the unfairness of the system.
- Thoughts on your experience relevant to the objectives in the rubric , specifically:
- How well did the game get you to care about the given topic or cause?
- It did a great job in making me empathize with the characters, who just wanted enough oxygen to breathe. The ending was really impactful to me. Like dam, I can’t believe the staircase was designed like that! How systemically unfair.
- How well did the game’s use of the medium fit the story?
- I think it fit the medium well. I was surprised in a good way to see that some choices led to dead ends; there were consequences to the choice I made when speaking out on the top floor.
- Did it have choices that were interesting and consequential to you? (Did any make you really stop and think?)
- There were parts that made me pause of do I want to do my job or approach the group. It was interesting to become involved and see the character get caught up in the Rising. As I mentioned, the dead end choices brought out that it felt more consequential for what choice you pick. On the other side, I guess it only showed one path that was the true story, which could have been a design choice.
- How well did the game get you to care about the given topic or cause?
- At least 1 thing you appreciated or thought was awesome
- I appreciated the storytelling and setting. It was incorporated pretty well and it was enjoyable and very intriguing to learn more about the world.
- At least 1 thing you think they could improve on, if they were to turn it into their P4 project
- Would love to see more choices in this! The ending was good, I would love to see more details about the world haha.
The Oasis
- What values you see in the game, and how they are reflected in the choices made by the game designer (This is what we’ll grade you, the reviewer, on for this “Values at Play” assignment.)
- There was definitely a scarcity mindset, on trust between people, collective good or individual wants, and how group dynamics can play out. The narrative choices definitely carried this well, by getting to know the main characters and this situation. In a setting where a resource like water is very scarce, it is interesting to explore the dynamics of a group of scavengers who come upon this oasis of water.
- Thoughts on your experience relevant to the objectives in the rubric , specifically:
- How well did the game get you to care about the given topic or cause?
- I was definitely able to empathize with the characters. The premise was crafted well in showing the scarcity mindset of the scavengers in this unending desert. With the character’s ties to certain characters, it made the choices meaningful. Like whether to report Rilo for taking water even though he’s been close to the main character.
- How well did the game’s use of the medium fit the story?
- It worked pretty well. I liked how you were able to make impactful choices that were incorporated in the story; the choices were impactful emotionally as well. The immersion of getting to choose your name and seeing the setting was cool!
- Did it have choices that were interesting and consequential to you? (Did any make you really stop and think?)
- The choices felt pretty consequential. I appreciated the choices of the decisions you had to make. I really had to pause for a moment for a couple of them, feeling torn on what to do. Do I go against the captain to look out for the collective group? Should I just focus on my job? I appreciated how if you did make a choice, that affected what happens in the story (the character’s outlook on the situation changes or events change), like the choice of wandering around the hall, or stopping the crowd from throwing the captain overboard.
- At least 1 thing you appreciated or thought was awesome
- Worldbuilding was very cool. And appreciated the story flow.
- How well did the game get you to care about the given topic or cause?
- At least 1 thing you think they could improve on, if they were to turn it into their P4 project
- What happened to the missing water? Who done it?? Would love to know more. I almost wonder if Delware could be incorporated into a choice you have to make further.