Time Travel Final
- The avatar is confronted with an iPad. She is getting a call and talks to her mom, but is having trouble connecting to the WiFi. You are taken through apps and the avatar is complaining about all the new technology 2021 has to offer.
- The Avatar encounters her mom, who is very angry with her. Her mom grounds her and tells her to do her homework. She hides the remote from her. The TV takes up most of the room, but you cannot turn on Netflix or Hulu without picking up the remote. The avatar complains about both platforms.
- The avatar meets their geenie who makes her wishes of having no tv and no iPhones come true by taking her to the 60s-70s. You enter the time machine.
- The Avatar enters Woodstock and meets Stevie Nicks. The Avatar runs into a hippie van who takes her on a ride through the rest of the game.
- The Avatar arrives at a disco. She meets a dancer who tells her to then go talk to the afroman. The Avatar wants to go home already, and the afroman tells the Avatar to go pick a song to play on the juke box that he will like and if she chooses correctly, then the avatar will get to go home.
- The Avatar arrives at the juke box. The notes are items that have song lyrics, three songs for the avatar to choose from.
- The Avatar gets to choose which song she thinks the afroman will like, and will choose the item accordingly to their opinion.
- The Avatar will deliver the song “item” to the afroman. If the correct song is chosen, the Avatar will get to go home. If the wrong song is delivered, the avatar will have to try again and go back to the previous room.
I used McCloud’s concepts of abstraction by making the Avatar talk to so many different characters, or sprites. Not one has the same personality, either. The transitions in my game are very all of a sudden. I chose to use a different color palette for each room when the avatar arrives in the new time period to add to the travel of it. I feel as if the color is a very important aspect of this game because it adds to the visual aspect of it and is one of the few tools that has a direct impact on the player, along with the pictures, right away (p.158). I used it to emphasize that the avatar has in fact entered a new room and a new place in the time era. I debated on the timeframe aspect a lot by deciding whether or not to make it more difficult for the player to navigate around the room (p.91). If I were to have made it more difficult, the experience of the game would have been less predictable on my end. I chose to add more direct tiles directing the avatar and navigating around the room, taking them to the correct character at the correct time. I chose this because I know it would help with time and less confusion on the player’s end.
From the theme park videos and lectures I learned that no idea is a bad idea, so I never once judged myself for thinking “too abstractly.” I had some sprite ideas in my head that I tried to make look good, but didn’t, and instead of completely giving up, I just made adjustments. I also learned that feelings are associated with telling a story and in order to make a customer or player relate to the story, to incorporate a life lesson. I chose to add a little lesson in my game, with the avatar complaining and at the end a sprite tells the avatar to “take it easy,” that can be left up for interpretation to the player as well. Gratitude was the theme in my game. I also learned to have a main theme and to always have that theme and end goal in mind when creating everything throughout the story. All the dialogue, sprites, and items should be crucial for adding to that one main theme. The videos helped me a lot while creating this game and incorporating a story with the beginning, middle, and end. I learned to give the Avatar and other characters personalities to help the player feel like they know them and want to keep playing the game to see what happens next.
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