Play Make Write Think

Literacy Narrative Reflection

Heres a link to my reflection.

https://samwordgrantden.wordpress.com/2020/08/30/example-post/

This essay shows my past experiences with the English language. Although, they may be limited to many in this world, I found it hard to get out these words. I find it difficult to reflect on challenges in my life due to my emotional side. To balance this out, I incorporated points of success that came from these low lows. In doing so, I allowed my emotions to reach a point of equilibrium. For those of you who don’t have time to read the original post, I want you to read this line.

“For many, expressing their ideas and findings in a neat poster may be simple and come as second nature, but for second grade me it was cruel.”

This singular line describes the pain and suffering of my past which many people I feel can relate to. This idea of dread and anguish over expressing what seems known to you is brutal for me. This brutally procrastination still lingers with me, but I still get the job done.

Journey Podcast Reflection

My Co-Producer Brady Dolan, says he didn’t do all that much, but I feel that he kind of carried hard on this podcast. He had such a great way of explaining the Journey game to me, so I wouldn’t feel left. Of course, I watched a lets play, but its never quite the same as experiencing it for yourself. It was nice to have more insight before completing this final podcast. Having already completing the Portal podcast beforehand, this allowed me to breeze through the process as I had experience producing and editing the audio files and completing the transcript. I was proud of our group because we struggled the first time. Now, I can say that if needed in the future a podcast will be no big deal.

Portal Podcast Reflection

This was my first time ever as a Co-producer on a podcast ever. Before this assignment, I didn’t even listen to a podcasts, let alone make some. I had my eyes set on doing the Portal Series because it is such a classic Valve produced game. I thought that hundreds of thousands that have played through without knowing what the game did for them. In this episode, myself and Brady delved into the strong female movement that was started by the Portal series. We as players go through the game trying not to die, but in this brady and myself talk about the benefits a player gains without them knowing. Before writing the script, I did not knowing how socially enriching this game was to such a large male audience. I had fun, but worked hard on something I am actually proud besides the fact that I hate listening to my own voice.

Twine Game Reflection

My group’s Twine game is about the early stages of Covid-19 and the story of three people who contracted it. The three characters who catch the virus are drastically different in terms of their occupation. The point of the game is for the audience to learn how different socioeconomic states can impact people’s experience with the virus. The goal is for people to hopefully gain empathy for people that are struggling with the virus firsthand and take note of the gravity of the pandemic so everyone can take the pandemic with the necessary caution and seriousness.

Our group set the setting and time intentionally as Tuesday, March 5th in New York City, two days before NY Governor Andrew Cuomo declared a state of emergency, so our characters aren’t familiar with the mask-wearing protocols. The three characters we based our Twine game on is a heart surgeon (Sam), a construction worker (Frank Briganti), and a CEO (Bill Stevens). As the player picks a character and makes decisions for the character, (spoilers alert) the player will always end with the character dying from the virus. When the player finishes a character’s journey, we reveal when and where the character unknowingly caught the virus; each character was programmed to catch the virus in the very beginning of their journey. This intentional decision by the group was to hopefully underscore the fact that the people can get the virus and unknowingly live their lives normally, spreading the virus during that incubation process. It was also to serve as a ‘surprise factor’ though I don’t how effective that was.

Making the Twine Game was pretty fun for my group. Although the job became tedious at some parts, as we had to plan out and write numerous options and the subsequent, corresponding pathways of decisions, it was interesting to come up with a fictitious but believable storyline. My main role for the project writing the storyline for one of the characters; I wrote the storyline of Sam the surgeon. At the start of the project, after my group got into a Zoom call, we just started discussing and fishing out things we could write about. After we came up with the basis of the game, we just all started writing. When all was done and our group presented our game to the class, it turned out that our concept was similar to those of other groups, predictably so considering all we think about is the dreadful pandemic. I thought the final product came out well; if my group had more time, we definitely would have added more pathways to make it each character storyline to be more interesting.

I learned many things from making the game. The most relevant skill I learned was developing a fictional storyline a number of corresponding hypotheticals. It was the first time I did something like this. I don’t usually write fiction in the first place, so writing for our Twine game was definitely a new experience. I hope use these skills again in the future if I have another project like this.

In terms of how our game accomplished the learning objectives of ENG 101 with Professor David Morgen, we fined our skill of practice writing as a process. When we were all making pathways after each decision, my group constantly made revisions on the new options and even the original decision—back-and-forth—just so everything seemed coherent. Our group also demonstrated collaborative skills; our group met 2 times over Zoom and conversed frequently through GroupMe. We used technology to communicate with each other on the game’s development, and it helped us tremendously.

Assemblies

For my Assemblies side quest this week, I created a multi-step stair that includes both horizontal and vertical steps. This graph represents me as a writer and student for this class. Horizontal steps are steps of pause, the time when I rehabilitate and reflect upon my work. Vertical steps are steps of movement, the time when I work, probe, and be creative. I realize that as a student and also a person, I constantly engage in the switches of directions from horizontal to vertical, and vertical to horizontal. And every piece of writing that I had fits into the 5-step process that this diagram shows. I always started with preparation and ended with stagnation, where it would lead me to either the next project or the second-round of reflection. And I believe that the learning outcomes of this course rest in not only vertical steps, when I take actions, but also horizontal steps, when I spend time on making reflections and developing new ideas.

Assemblies

Image drawn and photo taken by Ryan Song

For this side quest, I drew out a game progression diagram like a “select quest” screen in a game that represented all we have done so far. For how this class is organized, what I drew out could also be considered a timeline since our assignments have been organized in a fashion that represents quests from a game.

We have the main quests/assignments in the class shown as the main storyline of the game. Players must complete main stages to progress to the next stage, each with different purposes, playstyle, and lessons.

Following each main quest are the reflections for each, kind of like ending scenes that sums up what went on in the main chapter the players just completed.

 Aside from the main stages, there are also side stories, which are the side quests. Side stories are fun and interesting mini quests that gives players insights into extra information aside from the main story. These might lead to the main stories like how Gone Home Liveblog and Gris Liveblog is necessary before entering the Game Comparison essay stage.

The last main quest in line is the Final Portfolio and Reflection letter, serving as the final ending for the game. It sums up and polishes what has happened in the story line so far, makes sure the players reflect on what they have learned, and leads thinking of possible future fates.

Visual Note Taking

Photo of biology notes taken by myself

The notes posted above are my notes from one of my biology classes. This included a good amount of text since I mostly take notes for the definitions. In term of the relationship between things, I often use drawings to express them.

I’m pretty used to some extent of visual note taking. I would have trouble understanding and remembering detailed facts, which I am not good at, if I were to draw my notes out completely. However, this kind of notes that incorporates images helps me learn about and remember structure of chemical molecules.

Gris Liveblog

Screenshot taken from in game

I’ve played pass the “red stage” of the game so far and have been greatly enjoying it. Gris, while being similar to a 2D side scrolling plat-former, differs in having 3D aspects of games such as needing to turn around to progress or having scenes with staircases on a different z plane than the original pathway.

If I hadn’t been told prior to playing the game that this game was related to the Kübler-Ross model of the five stages of grief, I would not have found the connection through my first run. However, once aware, it’s quite clear with the different stages, mechanics, and background music choice as the game progresses.

I will use the first colored stage as an example of how this is shown. First the whole background changes to red. This color often relates to extreme or strong emotions, such as excitement or anger. Aside from the visual, the gameplay and sound aspects also connect to this more extreme emotion. The level is filled with high winds that prevents the player from moving in places without cover, and the new ability of turning in to a block allows players to go against that wind or destroy obstacles violently.

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