Prompt 3: The game is start with a side-view to show a indoor environment. In this way, the player is naturally limited by the floor, the roof, and the wall. Therefore. the player knows what they could do is talking to the only highlighted character in this page -- the person. Then, go out though the door to the outside world. The other pages are top view, while the road represent as a connection to another scene. Although, it is only one page, the transaction between is page and other place is natural. As we might experience in other games, this page is like a interaction which player can choose of which road to go. This process is like leave a little blank, allowing players to make up the process to go on this road, and then slowly get out of the city, went to the forest, the sea, etc. This processing reduces the abruptness of scene transitions. Besides, almost all the page has a frame made by lines to show the area players could go. Due to Bitsy limit of transition door size, the dotted line in the middle of the road is used as a hint for it. In the road page, there are three open ways without boundary which leads the player. After easily notice that, players will not want to miss either one of them. Players are free to go to more than two directions in this game, so I think it can be considered to be a open format construction.
Prompt 5:The ability to freely move through space within the designed constructs is critical to this game. Without the up, left, right, and down movements in the form of walking, you would not be able to achieve this game's most important or most used verbs. These verbs are collect and explore. The main goal is to collect an assortment of items to be placed in a bin and to do this you need to freely explore the world via the rooms available. It would likely be better if bitsy's movement wasn't so disjointed and slow. The player is given the free range of movement that bitsy allows engaging with the verbs explore and collect. The only limits are the rooms themselves having walls. I think this freedom or control is given to simulate a sense of how a dog exploring the world searching for items might feel. This reinforced by the other interactions you can take to is not a part of the main goal of the game such as peeing on a fire hydrant checking a food bowl, or going to a dog park. These do not really accomplish any goal but serve to further explore the experience of a dog with freedom. One action I tried to take but could not actually do was the further exploration of the woods. I tried to exit through the top but was unable to, as no room was connected to there. I thought this would be possible because there was no clear border at the top while other sections of the game had clear borders.
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Prompt 3: The game is start with a side-view to show a indoor environment. In this way, the player is naturally limited by the floor, the roof, and the wall. Therefore. the player knows what they could do is talking to the only highlighted character in this page -- the person. Then, go out though the door to the outside world. The other pages are top view, while the road represent as a connection to another scene. Although, it is only one page, the transaction between is page and other place is natural. As we might experience in other games, this page is like a interaction which player can choose of which road to go. This process is like leave a little blank, allowing players to make up the process to go on this road, and then slowly get out of the city, went to the forest, the sea, etc. This processing reduces the abruptness of scene transitions. Besides, almost all the page has a frame made by lines to show the area players could go. Due to Bitsy limit of transition door size, the dotted line in the middle of the road is used as a hint for it. In the road page, there are three open ways without boundary which leads the player. After easily notice that, players will not want to miss either one of them. Players are free to go to more than two directions in this game, so I think it can be considered to be a open format construction.
Prompt 5:The ability to freely move through space within the designed constructs is critical to this game. Without the up, left, right, and down movements in the form of walking, you would not be able to achieve this game's most important or most used verbs. These verbs are collect and explore. The main goal is to collect an assortment of items to be placed in a bin and to do this you need to freely explore the world via the rooms available. It would likely be better if bitsy's movement wasn't so disjointed and slow. The player is given the free range of movement that bitsy allows engaging with the verbs explore and collect. The only limits are the rooms themselves having walls. I think this freedom or control is given to simulate a sense of how a dog exploring the world searching for items might feel. This reinforced by the other interactions you can take to is not a part of the main goal of the game such as peeing on a fire hydrant checking a food bowl, or going to a dog park. These do not really accomplish any goal but serve to further explore the experience of a dog with freedom. One action I tried to take but could not actually do was the further exploration of the woods. I tried to exit through the top but was unable to, as no room was connected to there. I thought this would be possible because there was no clear border at the top while other sections of the game had clear borders.