StatusReleased
PlatformsHTML5
Authoraiburger
Made withTwine

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Prompt 2 - The player is given a choice fairly early in the game. As the player scrambles to get to work on time they are given two choices, run back and grab their briefcase or go without it to avoid being late. If they decide to grab their briefcase they are not given any more choices and the game ends with them keeping their job. If they go without their briefcase however, they find that the briefcase is needed. This leads to the player being given three different options in how they are going to get their briefcase. This choice is similar to the first decision as one option gets the briefcase to the player with no more choices needing to be made later in the game, while the other two options lead the player to having to make more decisions. Eventually there is a point where the player is unable to make any more decisions and they either keep or lose their job depending on their earlier choices.

It is easy to tell where the link will take the player as for the most part they do what they say they do, though the outcome may not be what they expect. For example, one choice the player has is to call their friend for help. If the player chooses to call their friend they do get in touch with their friend, but the outcome may not be what they expected as their friend is unable to help them and they have to get help from someone else.

The player is easily able to get back where they came from in two different ways. The player can use a back arrow to return to certain parts of the game or certain decisions link back to where the player is able to make a different choice for the same situation if their first decision did not work out. The player may want to go back in order to make a different choice if their first choice did not work out or the player may want to go back to see if they can find different paths or endings.

Prompt 3: The game Don’t Get Fired includes various font styles and effects to convey different portions of the story, and this helps evoke various emotions from players. In the first few lines of the game, players are met with the onomatopoeia of an alarm clock going off. The creator used several different methods to accentuate the beeps. Firstly, they used all caps to make the font seem larger, the font is a bright red to provide a stark contrast with the blue background, and the words are shaking. The combination of these effects provides a jarring experience for the reader like that of an actual alarm clock. In the rest of the story, there are different words scattered throughout the text that are bolded to bring attention to those specific phrases and keywords. For example, the second “page” of the story boldens the word “rush” as it is a very important aspect of the game, and the concept is the very source of why the main characters gets fired or doesn’t get fired. In the successful version of the game, the phrase “[Your] boss is even more proud” is bolded. This is another example of how the creator brings focus through the usage of bold font because the phrase signifies that the reader has reached a goal of the game. Finally, in a route where the reader does not choose to go after their briefcase, the main character realizes that they need their briefcase due to an important work related affair. However, since they didn’t bring their briefcase, they panic. This emotion is communicated by putting the font in all caps and shaking letters. While these choices do not necessarily change the meaning of the paragraphs, they guide readers in picking out the important parts of the text that are really important to the reader’s immersion into the story.

Prompt 4: Don’t Get Fired is a game based off a situation that many of us are all too familiar: the stress of work.  The game sets the player in the situation of a stressed out employee who is overtired and likely overworked.  The employee wants really badly to impress their boss, but there’s a problem.  The employee forgets their important briefcase and the player must chose whether to go back and get the briefcase and be late or continue on to work and be on time.  This is a compromise that must be weighed by the player.  This is where uncertainty is brought into the game.  The game allows the player to make decisions to try to impress their boss, in this way the game limits the player into making decisions related to work performance.  The game draws heavily on preconceived western work notions, the “nine to five” grind of a cooperate employee who is working hard to impress their boss and keep their job.  The game subverts the expectations of the real world in the way of allowing the player to go back and change their mind to not get fired.  As the player I anticipated how each decision would affect the game from my preconceived notion of working in a corporate environment.  I made my decisions based on my interpretation of the game relating to my work experience.  The process of anticipation is played upon when the game slowly reveals text.   This is particularly effective when the employee is on the phone calling for help.  This anticipation and suspense adds value to the decisions the player makes throughout the game.