During Monday’s lecture with the guest speaker, I was inspired by the speaker’s discussion of the pros and cons of making a game too challenging. I am the type of person who gets frustrated and lookup the following steps when I am stuck in a game so I find it hard to make my own game very challenging for my players. On the other hand, if a game is too simple it will create boredom. As for my proposal, I feel like my game falls about here (as seen on the chart below).

I was also intrigued by the exploration of perceived agency in many interactive fictions. While making my game, I want to make sure the player doesn’t feel like there is only one given path for them to follow, because that could reduce how immersive the experience really is. However, I think this limitation of choice can have a reverse effect on a game if it is used correctly. For example, in Depression Quest, the fact that the player’s choices are reduced depending on the well-being of the character feels more immersive to me than anything. It really puts the player into the experience of going through depression and having less control over what they may want to do.
In my game, there is a focus on being intoxicated and I think I would be able to incorporate a similar idea. I think this would make the game more challenging, as well as the player would have less insight as to where the story is going. Depending on my character’s state and how intoxicated they are, the story may seem more confusing and mysterious than it actually is which would further immerse the player.
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