Prompt 3: The rooms in Turtle Adventure Game 1 are unique compared to how other games I’ve played for this class. Rather than there being an obvious exit routes, they are hidden behind collecting different items throughout the room the player is in. This is told to the player by different NPCs in that room. Once all of the items are collected, then the NPC tells the player where the location of the exit is. There is no animated transition between rooms, but I think this adds to the sense of puzzle and disjointedness of the game. I see the disjointedness as a positive, as it feels like a maze/puzzle that the player must solve to continue to a new challenge. This room transitions feel like a continuation of time. For all I know as a player, the room layout could move me across vast distances, though it makes sense that they are connected in a close space. I think because the rooms are close in proximity but locked off from each other makes it feel like they’re across vast distances. The rooms are constructed in a very linear plot. For this style of game, it makes sense that they would be constructed this way, since the game is a collectathon. You can go back to past rooms, but there is no reason to do so after collecting all the items. Being able to interact with all the fish and creatures helps everything fit together even though the rooms are different in the goals you’re trying to achieve.
The text used in Turtle Adventure Game 1 is used in multiple ways, most notable as the primary tool used to direct the player through the game. Rather than directing the player with walls, the player can move anywhere in the room and relies on the text given by fishes to find the exit. The directional text is not always given to the player automatically. Branching is used to make the player collect items (seaweed and starfish) before giving the helpful hints. If a sufficient number of items is not collected, the player is often simply directed to collect more. One example of this is in the second room. Without a sufficient amount of seaweed, the fish will tell you to collect more. After collecting the seaweed, the fish will tell the player to exit in the bottom left corner of the room.
The text is also used to identify items. When the player collects a starfish or some seaweed, text tells the player so that they know what they are collecting. For example, when collecting seaweed, the text simple reeds "i am seaweed".
The final piece of text in the game is said by another turtle, signifying the end of the game. Finding the other turtle and speaking with it tells the player that you have successfully completed the game's objective and are now finished.
Throughout the text, breaks are used to separate thoughts or sections of the text. For example, the fishes say "i am a fish" in the first thought, then after a break give the player a direction. This simply makes the text easier to understand.
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Prompt 3: The rooms in Turtle Adventure Game 1 are unique compared to how other games I’ve played for this class. Rather than there being an obvious exit routes, they are hidden behind collecting different items throughout the room the player is in. This is told to the player by different NPCs in that room. Once all of the items are collected, then the NPC tells the player where the location of the exit is. There is no animated transition between rooms, but I think this adds to the sense of puzzle and disjointedness of the game. I see the disjointedness as a positive, as it feels like a maze/puzzle that the player must solve to continue to a new challenge. This room transitions feel like a continuation of time. For all I know as a player, the room layout could move me across vast distances, though it makes sense that they are connected in a close space. I think because the rooms are close in proximity but locked off from each other makes it feel like they’re across vast distances. The rooms are constructed in a very linear plot. For this style of game, it makes sense that they would be constructed this way, since the game is a collectathon. You can go back to past rooms, but there is no reason to do so after collecting all the items. Being able to interact with all the fish and creatures helps everything fit together even though the rooms are different in the goals you’re trying to achieve.
The text used in Turtle Adventure Game 1 is used in multiple ways, most notable as the primary tool used to direct the player through the game. Rather than directing the player with walls, the player can move anywhere in the room and relies on the text given by fishes to find the exit. The directional text is not always given to the player automatically. Branching is used to make the player collect items (seaweed and starfish) before giving the helpful hints. If a sufficient number of items is not collected, the player is often simply directed to collect more. One example of this is in the second room. Without a sufficient amount of seaweed, the fish will tell you to collect more. After collecting the seaweed, the fish will tell the player to exit in the bottom left corner of the room.
The text is also used to identify items. When the player collects a starfish or some seaweed, text tells the player so that they know what they are collecting. For example, when collecting seaweed, the text simple reeds "i am seaweed".
The final piece of text in the game is said by another turtle, signifying the end of the game. Finding the other turtle and speaking with it tells the player that you have successfully completed the game's objective and are now finished.
Throughout the text, breaks are used to separate thoughts or sections of the text. For example, the fishes say "i am a fish" in the first thought, then after a break give the player a direction. This simply makes the text easier to understand.