September 30, 2004


I'm sure we've all played it by now....well maybe not. Especially, if you were like me and played for over an hour! I'm talking about Photopia ofcourse! That game was entirely too long!

At first I was fine, it was fun and it was different. whoever invented the story telling game is a very creative individual! And for those of you who enjoy playing these types of games for hours and trying to figure out who you are? Where you are? And what your doing? Than all is great.

However, if you are a person like me and doesn't really play video games a lot or especially computer games and really would like to make progress and know when you are done, than these games are not for you either.

I admit I was elated to finally here that the story was over. But even still, did it have to continue with the light at the end? And what was up with Alley almost dying every 3 seconds?

And also the colors. What was the reason for them? Did they help the creator categorize what part of the story the player was at? Or wasn't it just to make that person fustrated? Because everytime I got to the end of one section I would end up in a completely different place and I was getting kind of confused.

Like how did I go from the car, to the planet, to the office, to trying to save Alley's life, back to island, then to the garage.....and then later I was asking Alley out for the dance, and then I was Alley's father, get my point. It was very random and very confusing. Most of the time even with the settings and introductions at the beginning I didn't know who I was and what my person was?

It just seemed like I was going on forever without any real person for over an hour of my life. At the end I finally realized that this was someone's dream who was telling the story at the beginning and that's why it rambled on and was so strange just like a dream. So the end did help me understand it. But that doesn't mean I wasn't still fed up while playing it.

One thing I am happy about is that I got to save the wolf. I couldn't live with myself if he had to continue on starving.

Posted by Denishia Salter at September 30, 2004 3:33 PM

Denishia, the feeling of being "lost" in interactive environments is always worth discussing.

Some games have a score feature, that shows (20/100) meaning you're 1/5 of the way through the game. But to add such a feature, you have to give point values to every action in the game. If you felt moved to save the wolf, then the game succeeded in that area. If you only saved the wolf because it was a way to earn, say, 10 points, then it wouldn't have been that powerful.

How would you say this game compared to the others we looked at?

Posted by: Dennis G. Jerz at September 30, 2004 4:06 PM

I def. understand what you are saying here. I was moved to save the wolf, because being on campus I know what it feels to be But seriously I guess the game did succeed.

As far as a comparison with the other games we played. This one was more in depth and it caused you to think more. Also, there was a lot more to Photopia, with the color changes and the character changes. And of course the different endings.

Posted by: Denishia Salter at October 6, 2004 8:32 AM

I think Photopia had some good ideas behind it, but the radical way it was presented through the already-often-confusing interface of interactive fiction made it even harder to understand and complete.

I think it would be a much more enjoyable experience if the game made more logical transitions at less frequent intervals and there was a short summary of the plot provided at the end of the game.

Posted by: ChrisU at October 6, 2004 12:51 PM

Chris said, "I think it would be a much more enjoyable experience if the game made more logical transitions at less frequent intervals and there was a short summary of the plot provided at the end of the game."

I agree with you on this Chris. If it would have made more sense than I would have had more fun and understood what I was doing. Thank you for your insight and your comment also.

Posted by: Denishia Salter at October 10, 2004 2:07 PM
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