P2: Reflection – Rachel Zhao

Before this project, I thought interactive fiction was mostly writing. I expected to write a good story and connect its parts with a few links. The Fox began that way. In my first draft, the fox’s mother left it a law, “Never the same place at the same hour,” but the law was only a line of text. The player could ignore it and walk out into the open at four o’clock anyway.

My TA pointed this out, and it changed how I understood the whole project. A rule the player can ignore is only decoration. So I made the law real: any choice that breaks it is locked, and it pulls away when you try to click it while your mother’s voice appears underneath. Each step you take toward the boy loosens the law a little, until the locked choices begin to open. The rule is the fox’s fear, and taming is the player’s world slowly getting wider.

After that, I tried to make every mechanic carry a feeling. Waiting for four o’clock takes real seconds on a clock. Staying close to the sleeping boy means holding a button down, and if you let go, your progress drains away. Choices state their cost in their own wording: “Tell him the truth, and lose him.” I also removed the numbers I had put in the sidebar to show trust. A score turned love into points, so the boy’s dialogue shows the bond instead. The fun of The Fox is not winning. It is caring about the boy, and then discovering that caring costs you something.

Watching other people play was a humbling part. One early playtester skipped straight past the text I was proudest of to reach the choices, so I made the words reveal themselves one golden keyword at a time. Then I watched the recording of Lang playing. He laughed at the light moments. At one choice he said, “I think if I pick the first option, it’ll die. Ah, whatever. If it dies, it dies.” Later he asked, “Am I going to die?” He said I. At that moment he was the fox. That was the empathy I had been designing for, and I could see it on his face, not just in his feedback.

What I learned is that players read with their hands. People remembered a button they had to hold, a clock they had to wait for, and a choice that refused to be clicked, more than any sentence I wrote. Next time, I will build the core mechanic in the early prototype, and record every playtest from the start. Going forward, whenever I want a player to feel something, I will ask what rule could make them feel it before I ask what words could describe it.

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