Difference between revisions of "Fascinating"

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(Created page with "I played the game Deviant: “The Possession of Christian Shaw” by Donna Leishman and found it intriguing, for every area provided different possibilities that didn’t even...")
 
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I played the game Deviant: “The Possession of Christian Shaw” by Donna Leishman and found it intriguing, for every area provided different possibilities that didn’t even seem to connect to each other. At first I was trying to piece together each “active” portal”, but then I realized that the creator wanted the players to create their own version of the story (“The Possession of Christian Shaw”). The creator also gave me a sense of how it was like during the witch trials (“The Possession of Christian Shaw”). I felt like I was really part of the game as I was exploring the different areas. And what I found interesting is that the game was “almost entirely non-textual” (“The Possession of Christian Shaw”). I think the creator purposely did this because she probably thought it would limit how creative we can be when piecing together a story. If the game did have text, I think it would have probably distracted us from seeing important details. The game actually became more mysterious because there was no text, so it kind of kept you on the edge. But I can’t help and wonder how different the story would be, if there was some kind of text in the game. Would it ruin the whole purpose of the game? Or would it enhance the player’s experience?
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I played the game Deviant: “The Possession of Christian Shaw” by Donna Leishman and found it intriguing, for every area provided different possibilities that didn’t even seem to connect to each other. At first I was trying to piece together each “active” portal”, but then I realized that the creator wanted the players to create their own version of the story (“The Possession of Christian Shaw”). The creator also gave me a sense of how it was like during the witch trials (“The Possession of Christian Shaw”). I felt like I was really part of the game as I was exploring the different areas. And what I found interesting is that the game was “almost entirely non-textual” (“The Possession of Christian Shaw”). I think the creator purposely did this because she probably thought it would limit how creative we can be when piecing together a story. If the game did have text, I think it would have probably distracted us from seeing important details. The game actually became more mysterious because there was no text, so it kind of kept you on the edge. But I can’t help and wonder how different the [[story]] would be, if there was some kind of text in the game. Would it ruin the whole purpose of the game? Or would it enhance the player’s experience?

Revision as of 16:04, 29 October 2017

I played the game Deviant: “The Possession of Christian Shaw” by Donna Leishman and found it intriguing, for every area provided different possibilities that didn’t even seem to connect to each other. At first I was trying to piece together each “active” portal”, but then I realized that the creator wanted the players to create their own version of the story (“The Possession of Christian Shaw”). The creator also gave me a sense of how it was like during the witch trials (“The Possession of Christian Shaw”). I felt like I was really part of the game as I was exploring the different areas. And what I found interesting is that the game was “almost entirely non-textual” (“The Possession of Christian Shaw”). I think the creator purposely did this because she probably thought it would limit how creative we can be when piecing together a story. If the game did have text, I think it would have probably distracted us from seeing important details. The game actually became more mysterious because there was no text, so it kind of kept you on the edge. But I can’t help and wonder how different the story would be, if there was some kind of text in the game. Would it ruin the whole purpose of the game? Or would it enhance the player’s experience?