God at play
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« Reply #1 on: May 05, 2014, 09:39:36 PM » |
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Thanks for sharing this. My feedback after playing around for a few minutes:
I really appreciated the structure of this. To me, it has just the right amount of choices, number of paths, looping around, etc. I thought it resulted in a satisfying rhythm and pace, largely thanks to the short text.
The presentation was minimal, which caused me (for better or worse) to think more abstractly and focus on the structure more. However, I would love to play an audiovisual version of this. The text is simple enough that I can walk through the narrative quickly, which I really appreciate. But I want to take in more of the world, I want to go deeper, while keeping my relatively quick pace. To me, that means exploring a virtual world, since adding more text would change the pacing.
A problem you might run into moving to a virtual world would be the "maze problem." I'm not really a fan of getting stuck in mazes, and what happens is eventually I get too focused on spatial exploration and trying to get to the end and don't end up focusing on the story much. Another issue could be causing players to think they should only experience the content once, whereas there's a nice poetic refrain effect from running into the text again. Hopefully you can still have that with a virtual world.
My biggest point of critique is that the content doesn't really grab me. I didn't get very comprehensive in my exploration of the narrative tree, but in my first couple times through there's wasn't much happening. I got a cool feeling of narrative style, where it was more dreamlike and I wasn't sure what was real and where I was. I liked how it was more domestic and intimate. It felt like exploring memories and I really liked that. But the memories themselves weren't very compelling to me. I wanted more human intrigue, or more conflict, or beauty, or more something I guess. Because of that it doesn't really hold my attention after I start to get a feel for the experience.
Overall, this came across as strong in narrative design but not strong in narrative content. As I mentioned previously, adding strength in narrative content might lead to communicating more information, which might mean adding audiovisual content in order to keep the strong pacing.
Also, I got stuck in a spot: Wind barely blew, took off my shoes, turned on light, photograph, Stanley park, one memory. Then I'm at the beach, firecrackers, and being bored. Can't get past that point, none of those 3 do anything.
Hope this helps ^_^
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