Week Ahead 7
|7||2/23||dys4ia & Depression Quest|
|2/25||Kentucky Route Zero: Act One|
|2/26||Podcast Episode 3 due|
Warning for the games we’ll be discussing on Tuesday: dys4ia is an autobiographical “playable diary” about 6 months of the author’s life as she undergoes hormone replacement therapy. This game features low-rez pixel nudity and frank discussion of personal issues of sexuality. Depression Quest has the explicit aims “to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.” dys4ia is a short game. Depression Quest can be short depending on how you play it. Play it long enough that you give it a real shot and feel like you have a pretty clear sense of the lessons it has to impart. Response post assignment.
Play Act One Kentucky Route Zero for Thursday. Take notes on your interactions and choices that you make, as well as your reactions to the interactions you have within the game.
Unpacking Manuel’s Discussion
We’ll spend some time in class on Tuesday, and perhaps also on Thursday, discussing the Manuel’s Tavern assignment some more, specifically how we might pull together all your individual artifact analyses into some sort of a whole. As I’ve been meeting with students individually, I’ve posed the question for them to consider: if we were to make a game — maybe a short, vignette game — set in Manuel’s Tavern against the backdrop of the main north wall that you all have cataloged, what sort of game should that be? What sort of characters are implied by this setting? What kind of narrative should take place in this space, and how would these objects be used in the game in order to structure the character interactions?