
(my playable prototype that I used in class today)
Observations:
- narrative fairly easy to follow; player didn’t seem to struggle to understand the narrative when play testing
- reading the scenes were alright, but player was especially engaged when they have to make a choice= agency and variety in choices in game is crucial
- player liked the main narrative trajectory; suggested that some choices didn’t need to be so ‘either or’, can have similarities that also lead to different arcs.
Changes:
- variety of choices: right now, it’s pretty linear (i.e this or that); I want to diversify the choices in my game, especially creating more choices that will challenge the player/pose a moral dilemma and bring out their core values
- character development: following today’s lecture, I want to revisit my current characters through the GMC framework, and really establish who these characters are, and how players may relate/build empathy for them
- redesigning the narrative by weaving in learning purposes: given my interest in learning design, especially for socioemotional learning, I think this assignment is the perfect opportunity to weave in some socioemotional learning theories that will not come at the expense of the narrative (narrative still takes priority). But I will try to figure out some ways to weave this naturally throughout the dialogues, as well as the choices the players will make.
- adding an antagonist: my previous story line is more aligned with two characters bonding together over shared experiences and embarking on their individual and collective journeys towards self-discovery and belonging together. I now think that adding an antagonist will help create more tensions and conflicts within the narrative that will draw out various emotional states within the characters and players. So now, beyond just the alien and the girl, I will be making the girl’s father (the Chief Ranger at Yosemite Park) the antagonist.

