It is important that the reader has the option to click because being able to click lets the reader make choices when the path diverges. In the story, the reader is able to pick several paths that will change the outcome of the ending. The main character has many decisions on how to proceed and the player is able to pick those choices. The main limitations are the outcomes of the player choices and how those decisions affect future outcomes in the story. The kind of words the readers are able to click on are mostly actions describing ways for the main character to become the prom queen. The story is sort of structured like a choose your own adventure book, where a passage will be displayed and then a couple choices will be shown. These choices are located at the bottom of the game and are highlighted to signify that they are choices. Because the reader is many of the actions the main character does, many words are highlighted and are used to guide the main character. When clicking on these choices, many verbs could be used to describe the main character’s actions. The main character asks, chats, and moves throughout the story to accomplish the goal of becoming the prom queen. These actions are the result of the reader clicking on these actions and the main character actively doing those actions. However the results are out of the readers and main character’s control. When the reader picks something, the resulting passage may describe events the reader did not intend.
Prompt 2: Describe how the passages are organized.
In Prom Queen, the player has options almost immediately after the story starts. Moreover, these options continue within almost every scene after the first choice that you make, which each new scene with its own options cumulatively reflecting the options that you previously had. Furthermore, the options within each scene are very polar. There are especially cynical options that involve performing morally questionable activities, and there is also the option to simply do nothing. With how straightforward these options are, it is relatively easy in the context of just common sense to understand where a link might directly take you; however, this straightforwardness is turned on its head in the grand scheme of things when it comes to becoming the prom queen at the end of the game. Doing nothing is simply doing nothing, although the consequences of doing nothing at the end of the game may be different depending upon when you do nothing. Also, more cynical options result in others, say other students, questioning your morals flatout; however, more secretive cynical actions without other students’ knowledge does not affect anyone but the player themself through the player knowing that they did something unfair. In the way that the story is built around performing certain actions, you can get back to where you came from by running out of actions to perform based on the previous actions that you chose to perform. In the case that you run out, you simply do nothing. This is probably to emphasize that you exhausted what you can reasonably do and that you only have the choice now to sit back and let your influence unfold before prom. Thus, I would say that you want to get back to where you came from, especially if you have not exhausted all of the possible options as then you can have a better chance, (hopefully), to become prom queen. Altogether, I would describe the shape of the overall story as very as somewhat similar to that of a gauntlet with much backtracking. Essentially, there is a straightforward end goal of becoming a prom queen as well as a start, and with going back to where you came from, backtracking for sure exists. Moreover, this shape is connected to the ideas of the story as you have a limited amount of time to become prom queen with becoming prom queen as the end goal. Moreover, the idea of performing certain actions and going back to where you came from in reconsidering other options that you may perform heavily involves backtracking. Together, this is why I would describe this shape as connected to the story.
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Prompt 5:
It is important that the reader has the option to click because being able to click lets the reader make choices when the path diverges. In the story, the reader is able to pick several paths that will change the outcome of the ending. The main character has many decisions on how to proceed and the player is able to pick those choices. The main limitations are the outcomes of the player choices and how those decisions affect future outcomes in the story. The kind of words the readers are able to click on are mostly actions describing ways for the main character to become the prom queen. The story is sort of structured like a choose your own adventure book, where a passage will be displayed and then a couple choices will be shown. These choices are located at the bottom of the game and are highlighted to signify that they are choices. Because the reader is many of the actions the main character does, many words are highlighted and are used to guide the main character. When clicking on these choices, many verbs could be used to describe the main character’s actions. The main character asks, chats, and moves throughout the story to accomplish the goal of becoming the prom queen. These actions are the result of the reader clicking on these actions and the main character actively doing those actions. However the results are out of the readers and main character’s control. When the reader picks something, the resulting passage may describe events the reader did not intend.
Prompt 2: Describe how the passages are organized.
In Prom Queen, the player has options almost immediately after the story starts. Moreover, these options continue within almost every scene after the first choice that you make, which each new scene with its own options cumulatively reflecting the options that you previously had. Furthermore, the options within each scene are very polar. There are especially cynical options that involve performing morally questionable activities, and there is also the option to simply do nothing. With how straightforward these options are, it is relatively easy in the context of just common sense to understand where a link might directly take you; however, this straightforwardness is turned on its head in the grand scheme of things when it comes to becoming the prom queen at the end of the game. Doing nothing is simply doing nothing, although the consequences of doing nothing at the end of the game may be different depending upon when you do nothing. Also, more cynical options result in others, say other students, questioning your morals flatout; however, more secretive cynical actions without other students’ knowledge does not affect anyone but the player themself through the player knowing that they did something unfair. In the way that the story is built around performing certain actions, you can get back to where you came from by running out of actions to perform based on the previous actions that you chose to perform. In the case that you run out, you simply do nothing. This is probably to emphasize that you exhausted what you can reasonably do and that you only have the choice now to sit back and let your influence unfold before prom. Thus, I would say that you want to get back to where you came from, especially if you have not exhausted all of the possible options as then you can have a better chance, (hopefully), to become prom queen. Altogether, I would describe the shape of the overall story as very as somewhat similar to that of a gauntlet with much backtracking. Essentially, there is a straightforward end goal of becoming a prom queen as well as a start, and with going back to where you came from, backtracking for sure exists. Moreover, this shape is connected to the ideas of the story as you have a limited amount of time to become prom queen with becoming prom queen as the end goal. Moreover, the idea of performing certain actions and going back to where you came from in reconsidering other options that you may perform heavily involves backtracking. Together, this is why I would describe this shape as connected to the story.