In trash this game, I think one thing that the game designer can not determine is the direction of the player to move forward at the beginning, because the map of the game is relatively open, there is no obvious road, the bottom of the game interface at the beginning is relatively empty, so I started to go down first, into the second interface as well as that old house and the well. So my understanding of the plot was a little off at first, and I thought my goal was to find food. Later, more after I encountered that deer, I gained a new understanding of the plot. Players have a lot of decisions to make throughout the course of the game. Some of these decisions are important and impressed me. For example, in the house to decide whether to take the things given by the mouse and in the well to use coins or not. Some of the options seem to have an obvious better answer, but this triggers thought instead. Why would the author want to set up a choice here? Does it seem like the bad option would have a better outcome instead? I was impressed by the variety of possibilities these options presented.
Prompt 5: The game's memorable moments for me were catching the fish and throwing the coin. Each of these required something else to be completed first and felt like an unlock. The emergent story I found popping out to me was a slightly horror-ish vibe. It feels like we are trapped in this dying forest with no way out and we have to try and survive by working as a community. The player, the rat, and the deer all have to "work together" to overcome obstacles. The skeleton on the wall and all the dead trees outside makes the forest feel abandoned. At first, I was walking around aimlessly and felt super useless when I couldn't really interact with much. The first interaction with the deer sets the tone of the game overall as they give you a description of the places and tell you to avoid certain areas. Throwing the coin in the well doesn't seem to have any major impact on the area and may serve as a moral question of whether you should take it from the rat or not. In the second area, meeting the squirrel who says that no one ever goes there is an interesting interaction. It is an inherently useless interaction from what I can tell mechanic-wise, but it incentivizes the player to continue exploring to see if they can find any other hidden NPC's. As I as playing, I was expecting to see more changes to the world based on what I interacted with, but most things stayed the same. This may or may not be intended but it gives off the feeling of futility in this dying forest and that you can't have much impact other than trying to survive with your family.
Prompt 2: The game takes the perspective of a forest animal that I think looks like it could be a deer, but since there is a deer in the game I think the most logical guess is that it’s a raccoon. The reason being is that the raccoon is smaller and the name of the game is called “Trash”. I also think it’s a raccoon since the down walking animation looks like it has dark spots around its eyes like a raccoon mask. It foreshadows a wishing well and that you can make a wish if you throw a coin in. Well if you find the coin you can throw it in but it doesn’t appear to have an effect. What it seems to show is that being helpful leads to a good ending. By catching fish and helping the deer lift the log, you get to have a nice dinner with your forest family. The rules of the game are to get new objects and explore how they interact with the environment. By getting the right items in the right order, you’re able to complete the game and have a happy outcome. This argues that the process and the journey along the way are worth it in the end. I would argue that they are convincing since it helps you see the world and understand a deeper meaning of what’s happening in the setting which leads you to become more immersed as the player. Because you’re more immersed it’s easier to understand the arguments the game make that helping others leads to a better outcome.
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Prompt5:
In trash this game, I think one thing that the game designer can not determine is the direction of the player to move forward at the beginning, because the map of the game is relatively open, there is no obvious road, the bottom of the game interface at the beginning is relatively empty, so I started to go down first, into the second interface as well as that old house and the well. So my understanding of the plot was a little off at first, and I thought my goal was to find food. Later, more after I encountered that deer, I gained a new understanding of the plot. Players have a lot of decisions to make throughout the course of the game. Some of these decisions are important and impressed me. For example, in the house to decide whether to take the things given by the mouse and in the well to use coins or not. Some of the options seem to have an obvious better answer, but this triggers thought instead. Why would the author want to set up a choice here? Does it seem like the bad option would have a better outcome instead? I was impressed by the variety of possibilities these options presented.
Prompt 5: The game's memorable moments for me were catching the fish and throwing the coin. Each of these required something else to be completed first and felt like an unlock. The emergent story I found popping out to me was a slightly horror-ish vibe. It feels like we are trapped in this dying forest with no way out and we have to try and survive by working as a community. The player, the rat, and the deer all have to "work together" to overcome obstacles. The skeleton on the wall and all the dead trees outside makes the forest feel abandoned. At first, I was walking around aimlessly and felt super useless when I couldn't really interact with much. The first interaction with the deer sets the tone of the game overall as they give you a description of the places and tell you to avoid certain areas. Throwing the coin in the well doesn't seem to have any major impact on the area and may serve as a moral question of whether you should take it from the rat or not. In the second area, meeting the squirrel who says that no one ever goes there is an interesting interaction. It is an inherently useless interaction from what I can tell mechanic-wise, but it incentivizes the player to continue exploring to see if they can find any other hidden NPC's. As I as playing, I was expecting to see more changes to the world based on what I interacted with, but most things stayed the same. This may or may not be intended but it gives off the feeling of futility in this dying forest and that you can't have much impact other than trying to survive with your family.
Prompt 2: The game takes the perspective of a forest animal that I think looks like it could be a deer, but since there is a deer in the game I think the most logical guess is that it’s a raccoon. The reason being is that the raccoon is smaller and the name of the game is called “Trash”. I also think it’s a raccoon since the down walking animation looks like it has dark spots around its eyes like a raccoon mask. It foreshadows a wishing well and that you can make a wish if you throw a coin in. Well if you find the coin you can throw it in but it doesn’t appear to have an effect. What it seems to show is that being helpful leads to a good ending. By catching fish and helping the deer lift the log, you get to have a nice dinner with your forest family. The rules of the game are to get new objects and explore how they interact with the environment. By getting the right items in the right order, you’re able to complete the game and have a happy outcome. This argues that the process and the journey along the way are worth it in the end. I would argue that they are convincing since it helps you see the world and understand a deeper meaning of what’s happening in the setting which leads you to become more immersed as the player. Because you’re more immersed it’s easier to understand the arguments the game make that helping others leads to a better outcome.