1)    You meet a wizard in a ether like time machine room and the wizard takes you to the past.

2)    You find yourself in the middle of NYC on the streets confused. You talk to a few pedestrians and they tell you the time and overarching plot of the game.

3)    You meet an old man that looks very much like the wizard from the start of the game. He mumbles about Y2K all day.

4)    The man takes you to a large rooftop to look at the new years eve ball in time square and game plan how to stop Y2K’s destruction

5)    You go to time square to get everyone to sing along with you to stop Y2K, however the people do not know why you are having them sing the song.

6)    You find yourself back in the ether realm, a duplicate room of the first room. You see the wizard again and speak to him. He reveals the true plot behind the game.

 

When making my game I ran into a few challenges in terms of story continuity. Regardless of the struggles I faced turning to our book helped me with conceptual planning. When designing my game and thinking of different ways to conceptualize the story I had thought of I kept in mind some simple things. What would the player be thinking if they were to play this for the first time with no direction at all? What will create an inviting story telling world? And How can I make a simple topic more interesting and deep? These questions drove the creation of my game an the story that goes along with it. For something to be abstract it must it must have the ability to potentially represent something. As for my game, the overarching story is abstract. The story tells the player one thing but in reality its obviously not real, but instead meant to be interpreted as everything someone does has an effect on another person whether they know it or not and to be mindful in those situations throughout life.

When designing my game I had to think about the ways in which the world would be perceived. Thinking back to the videos we have watched in class mainly about Disney, I took inspiration from the way Disney designs their park. Making a designated path for the consumer to take but making it in such a way that the consumer never actually knows that they are being lightly forced in a certain direction. Controlling the pacing of the game through little dialog hints and branching list statements that will not let the player move on until an action is met. In class we were shown a carnival in a parking lot but the parking lot concrete was actually freshly poured. This was something I kept in mind because scenery can tell much more of a story than any other installment. Making sure that the game world looks like where it says it is and makes sense in doing that.

StatusReleased
PlatformsHTML5
Authormattsmith10
Made withbitsy

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