Jerz: Writing for the Internet (EL 236)


1 Nov 2006

Photopia

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This one really boggled my mind. It wasn't like 9:05 where you had a general idea of what you were doing. In this game, any instance was possible. I really didn't have a general direction I was supposed to lead to or what I was supposed to accomplish. Needless to say, I didn't get too far. Haha...I had no idea what I was doing but I kept trying.....

Posted by: Tiffany Gilbert at October 31, 2006 3:03 PM

Note that the game shifts direction frequently and abruptly. But that's part of the texture of the whole experience, and figuring out what's going on is an important part of learning how this medium works.

Posted by: Dennis G. Jerz at October 31, 2006 3:58 PM

This game is very open minded and has many options.
I would type something in and the game would go in a different direction.
I had played games like these before but this one has a vivid imagination.

Posted by: jeremy barrick at October 31, 2006 6:10 PM

tried posting this on cory's blog and it wouldn't work:

You know I never thought of the playing of these games as role playing. I guess when one thinks about it that we are all actually taking a role in a storyline. Almost as if we were reading a book and putting ourselves int he characters position. Odd.

Posted by: Rachel Prichard at October 31, 2006 10:35 PM

While a game like Pick up the Phone Booth and Die is obviously just a silly puzzle, you're right, Rachel, Photopia asks for more emotional participation in the story.

Posted by: Dennis G. Jerz at November 1, 2006 9:24 AM

Okay, so I played this game again--things that didn't make sense earlier, were resolved by the end.

Posted by: Cherie at November 1, 2006 10:53 PM

I'm glad you stuck with it. Figuring out how the pieces fit together is part of the puzzle, just as it was in 9:05.

Posted by: Dennis G. Jerz at November 1, 2006 10:57 PM
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