I enjoyed the aesthetic, but the message was much too over the top. Watch a movie about being a gentleman? Character is practically wearing a top hat and a monocle. See scooter? Buy scooter. I like the overall gist of the message but not a fan of how obvious it was.
The goal here is not to convince players that watching a movie about being a gentleman leads to one's wearing a monocle. Instead, we are trying to encourage discussions about real-world impacts which are much more subtle. But, since they are subtle, we would have to include thousands of such interactions to show their impact.
Here we are not using the conventional "how will Dan respond?" approach as used in the choose-your-own-adventure books. Instead, the player decides how Dan responds by selecting the media items to which Dan is exposed. The central conceit used here is intended to comically direct the narrative, while allowing the player to experience one of many versions of Dan's story in 20 minutes or so.
We are looking at making some changes to the game, including making it more clear that unique approach requires a suspension of disbelief. Your review will help inform how we will accomplish that. Thanks again.
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I enjoyed the aesthetic, but the message was much too over the top. Watch a movie about being a gentleman? Character is practically wearing a top hat and a monocle. See scooter? Buy scooter. I like the overall gist of the message but not a fan of how obvious it was.
Well put together game mechanically, good job
Thank you for taking the time to write a review.
We should point out that Dan's over-the-top reaction to media items in the game is deliberate.
This is a central conceit of the game.
The goal here is not to convince players that watching a movie about being a gentleman leads to one's wearing a monocle. Instead, we are trying to encourage discussions about real-world impacts which are much more subtle. But, since they are subtle, we would have to include thousands of such interactions to show their impact.
Here we are not using the conventional "how will Dan respond?" approach as used in the choose-your-own-adventure books. Instead, the player decides how Dan responds by selecting the media items to which Dan is exposed. The central conceit used here is intended to comically direct the narrative, while allowing the player to experience one of many versions of Dan's story in 20 minutes or so.
We are looking at making some changes to the game, including making it more clear that unique approach requires a suspension of disbelief. Your review will help inform how we will accomplish that. Thanks again.
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great jobs