Week 2 – Blog

Week 2:

Game Poem :

This is my favourite among the game poems I experienced in class. According to the description, it’s a game poem told from the perspective of an elderly person with Alzheimer’s. During gameplay, I repaired a bicycle through the old man’s eyes. All the repair tools floated in mid-air, but each time I reached for one, the tool in my hand would transform into something entirely unrelated. The game concludes with the elderly man’s child calling him away, instructing him to cease ‘bothering’ the elderly lady in the wheelchair.

Firstly, I greatly admire the artistic style of this game poem. Secondly, it allows me to intuitively grasp the designer’s intent behind creating this piece. Before designing my own mini-game, this work helped me understand that a game poem need not rely on complex mechanics or gameplay. Its primary purpose is to convey the designer’s imagery to the player, with the crucial aspect being the emotional resonance it evokes.

What is a ” Game Poem”

  • Game poems are short
  • Game poems juxtapose signfied meaning with materail meaning
  • Game poems are bound to metaphor and ambiguous imagery
  • Game poems are hyperbolic
  • Game poems are subjective
  • Game poems make use of poetic address
  • Game poems exist in a ritual space,rather than a narrative space.

My Bitsy Game: A Enjoyable Day For a Cat

Game Ending: We utilised Bitsy for development, which only permits single-colour backgrounds and cannot render more intricate designs. Consequently, we rejected Proposal One (commencing gameplay at dawn and concluding at dusk).

We have removed the weather feature due to technical limitations on our website that prevent us from implementing this functionality.

Furthermore, during production, backgrounds could only utilise a single colour, and all objects within them (walls, furniture, characters, etc.) were similarly restricted to one hue, precluding the creation of intricate colour schemes. Consequently, we ultimately adopted the website’s original colour palette (blue backgrounds paired with white objects and characters) for our design.

The final game differs somewhat from the initial design. While the game-ending mechanics may impact player experience, most unimplemented elements pertain to artistic aspects. Testing indicates these omissions do not adversely affect gameplay.

The Game Video:

Player reviews of the game:

Summary of Advantages:

All players found the game thoroughly charming overall, with a thoroughly enjoyable experience that evoked consistently positive emotions throughout. The fact that players’ feelings align with the emotions we intended to design demonstrates that our game successfully conveys our creative vision.

Summary of Disadvantages:

Due to technical limitations, we lack a definitive end-of-game signal, meaning players cannot conclude the game after completing all tasks. Consequently, players may experience a sense of confusion towards the end of their gameplay.

Review of the Game — Whispers

This game conveys a sense of anxiety. The emotion permeates the player gradually. As the entire map is pure white, with characters rendered in white too, the game becomes an exploration process. Yet the figures blend into the background, frequently causing players to become lost within the map. Prolonged disorientation breeds a sense of unease. I find this subtle emotional infiltration rather compelling—an unexpectedly effective mode of expression.

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