Twine game Brittany Hughes--> Final Project!
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Twine game Brittany Hughes--> Final Project!

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FINAL POST
I think I’ve come a long way in the development of my project since last week. For example, I think I’ve figured out how I am going to present to the class, and other than adding a few photos, I am done!
Here’s my presentation plan: I’m going to walk the class through the first few Twine passages, just explaining things and whatnot, and then I am going to let the class individually work their way through the Pixar Theory, guessing which movies go in what order (there are explanation photos of the theory along the way, so they will also learn what the Pixar Theory is along the way). Then I’ll just explain the rest of the project, like how everything relates to class and networking, and that’ll be it!
I think I’ve correctly cited everything on one of the passages of my game, but I will triple-check just to make sure.
Project Reflection
I think my primary difficulty thus far is trying to explain the Pixar Theory (which is really elaborate--> especially because I am a sucker for details and don’t want anybody in the class to not know exactly what I am talking about. I think, in this case, I’m just going to have to do what I can with the game as far as explaining everything, and take advantage of the question/answer session at the end of the presentation.
Another difficulty I know I’m going to encounter is the act of presenting itself: how to present with a Twine game? Do I walk everyone through the game? Do I let everyone play it individually and then go from there? Which way would be more beneficial for the class as far as understanding content, and which way would be better for me as far as presenting content?
I think that in order to answer these questions, I need to come to your office hours next week just to hear your opinion on the issues and go from there.
Book trailer!
Empathy
I think Anna Anthropy’s game and essay about empathy ties in nicely with DepressionQuest that we played and read about last week: both subjects in the games/writings are tough to deal with and figure out, but they’re both an inevitable part of life for some people. The description for Dys4ia is this: Dys4ia is a retro arcade-y piece of interactive art by transsexual author Anna Anthropy about her six-month experience with hormonal therapy. Raw and emotional, but surprisingly humorous, for good or for bad, this is the kind of game that will get people thinking and talking.
I think that description aptly sums up how I felt about the game and the essay she wrote explaining some specific things about the game and how she in particular felt about it and about people who were affected by her game. I think this game shows how, in some cases, video games can be more than a mindless way to distract ourselves: they can go straight to the heart and affect how we think about certain situations or people in certain situations. They can invoke a kind of empathy.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
DepressionQuest
I’m writing this as I play the game, and I’ve only just begun the quest. Here are the things that stood out to me during the game.
1: I can already see the progression in my (the game version of me) depression
2: I don’t want game me to be depressed. I want game me to be a representation of myself: happy, most of the time.
3: The options and story presented to me in the game are designed to show how overwhelming depression can be: if it affects you, it is extremely hard to stop/avoid.
4: There’s always a rational option presented to game me, probably representing how I (game me) know that I should get help, or I should be productive, or whatever else, but I can’t.
5. It’s very annoying that the game is designed to progress game me’s depression no matter what option I choose, although I know that this is the goal of the game.
6. I reeeeeeally wish I could choose some of the smart options that are already crossed out. I can see how this game would probably be good for a person suffering with depression to play: they could see that they can choose to make smart decisions, to get help, to enjoy companionship.
7. I’m glad the game introduced a friend! Someone for game me to talk to and to get game me some much-needed help.
8. Now I’m having trouble between doing what I would tell others to do (like seeing a therapist) and doing what I would do (ignoring the therapist suggestion)
9: Oh gosh, it’s getting worse. Game me is trapped by her depression, yet she doesn’t know why or what’s causing it.
10: Grrr, I want game me to go to the therapist, but the game isn’t letting game me make that decision. The game is just as controlling as I imagine depression is.
11: It’s only getting worse. I’m waiting for someone in the game to force game me to go to therapy or get some help, or just realize that game me is suffering.
12: Finally some better options (such as helping a friend in a relationship crisis)! Some light in the darkness, maybe?
13: Oh sweet, game mom finally picked up on game me’s depression. Now if game me will tell her what’s up, game me can get help!
DepressionQuest left me with a bad taste in my mouth because I know that depression is something that several people struggle with every day, and it’s something that they feel they cannot escape. It was frustrating to go through the steps of depression as game me got lonely and sad, and everything in her life seemed to turn a cloudy shade of grey. I’m glad that the game exists, especially for those suffering from depression and for people like me, who do not suffer but want to be mindful of those who do.
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