I think your topic is awesome and something that isn’t discussed in the gaming world a lot. No one wants to play a game that is “unbeatable”! I like your analysis with the incorporation of class sources into your project, it works really well. The part where you discuss failure and the quote you included is really interesting as well. It’s almost like you’re turning talking about the positive affects failure can have on someone, rather than focusing on all of the negative tones it has. Great job and happy holidays!
]]>Love the direction this paper went! Your discussions surrounding the draw to difficult gaming was interesting and concise–Your Plato quote pleasantly surprised me. That along with the inclusion of the psychological aspects of goal attainment brought your analysis to a new level. If you have the time, or think it would add to your paper, I think this would be an interesting place to explore even further. I also see an avenue that you can capitalize on by using your analysis of the psychologist’s quote to explain why so many people are drawn to Getting Over It, and even further, why the game means so much more because of its lack of a satisfying ending.
I don’t know if the paper is just not done or there is a glitch, but I cannot read past the introduction of Crash. The page cuts off the picture in the middle, and the works cited is the next page. Great work from what I’ve read so far. This is definitely a project I will be returning to on Sunday.
]]>I really enjoyed the game so far. The minimalist design complements the medium perfectly. I was enjoying the game for its immersive story at first, but it really picked up when your soldier character’s story looped back in on itself. That is where the “game” element of this really shines for me. I felt agent and engaged as the character, trying to find my way through this tough situation. If there are more moments like that, keep doing it guys because it was great!
On another note, it was a bold choice to include such a traumatic experience, let alone attempt to convey the feelings through a text based game, but it really paid off. I have to admit I was incredibly moved by that sequence in ways that I wasn’t anticipating. As someone who has never been the victim of sexual harassment of any kind, but has experience working through trauma with close friends, it was haunting to play through that section. I become squeamish during rape scenes in movies or books, but this was a completely different experience, even though your game was not as graphic as some. I felt a looming sense of dread creeping up on me as I played that was just. . . chilling. Maybe its because of the medium (the immersion caused by player agency), but regardless, I have to applaud whoever wrote those sections. Bravo!
I look forward to returning to this game once it is completed
]]>I think this essay is excellent so far! You deal quite quite exhaustively with how difficulty is dealt with in video games, and the way you talk about it makes it easy and accessible for the reader.
There are a couple things that I would suggest working on. First, you deal a lot with games being absurdly hard on purpose, but I think that it would be interesting if you looked a little bit at the opposite end of the spectrum. Some games, especially RPGs with a rich story element, feature an insanely easy setting that allows the player to experience the story with little to no actual difficulty. This might be controversial in the sense that it allows the player to optionally ignore key elements of the game in favor of exploring only the story. I think that could provide another interesting avenue for you to look into. The second thing I would suggest is some revision to the introduction; it kind of works as it is, but I think that it could be better, especially if you shorten it a little.
Also there were a couple paragraphs that were way too long, like the one on page 2-3 and the one of page 5.
Hope the project goes well for you!
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