17/3/2016
Game Play Log 3
Do the choices you make in the game contribute to the sense of meaningful interactive moments?
Fahrenheit
In the game when you were choosing what to say it was too fast. The time for responses went by too quickly, making the player choose hastily. Through this you could really feel the fast paced ‘speed action’ of the game as it followed a somewhat ‘real time’ gameplay. Even though it is the type of game it was made to be the reaction time to certain dialogue choices were too quick paced, which made for a stressing time as the player since you need to make lightning fast reactions to a supposed ‘real time’ game situation.
The choices also lacked much in information as the only thing the player has to go by are in the form of short, singular word prompts. Not to mention the fast timer that pressures you into making a split second decision before fully realising the choice you made as the player.
In my opinion I think in terms of the ‘sense of meaningful interactive moments’ depends a bit. At the start as you play as Lucas, once you get out free and away from the crime scene there is a sense of achievement and relief. Its because your actions have (if done right) made Lucas less actions resulting in the player being less anxious. This ‘sense’ makes it more meaningful as the player feels one with the character. Whereas during conversation sequences when selecting suitable dialogue to respond with has less of a meaningful interaction. With the use of short word prompts and quick fire timing the decisions are hastily chosen without much knowledge of what could happen as a result of what was said. I quote from the reading by Domsch, he said that “choice situations differ in the amount of information that is given about the consequences of the different options,” which makes sense in that if theres less information you can not judge precisely about the consequences of the choices you make.
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