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(wow) Words Of Wonders Level 2149 Answers

(wow) Words Of Wonders Level 2149 Answers – I’ve been thinking a lot about death lately. When, where, how – especially these days, we’re living incredibly long lives, and most of us don’t want to stop living. This sparked the original concept for the Day of the Dead. What if you knew the details of your death in advance? day, time, how sure are you

.What if all the time you thought you had to live your life suddenly disappeared?

(wow) Words Of Wonders Level 2149 Answers

In Day of the Dead, set in a post-apocalyptic world where citizens are assigned a day to die based on their contributions to society, you play as an ordinary citizen on the long road of life until a devastating accident leaves you life shortened. A day is short. until tomorrow. How would you choose to spend your last 24 hours in this world?

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With the original Day of the Dead idea in mind, I came up with a rough setup and rule list for a dystopian world.

Earlier I thought of a provocative event: On your way to work, you are pulled over by a group of homeless men who are trying to steal your car. Game’s first choice – let them steal or save? (Spoiler alert: neither choice turned out well.) After an incident and a committee decision to commute your death sentence to punishment, you are thrown into a world (pictured above) where you must find a way to regain your sanity. .There are many places on the map where you can earn merit (community center, playground) and where you can stop chasing merit and enjoy your last day (swim in the lake, sleep in the woods).

I tested this initial paper prototype with Clara Kelly, using personal dice and some cards I made to outline the game setup.

From there I gave Claire free reign to rule the world. I let her choose where she could go and explained the consequences of her choices, created all the conversations she had with people along the way, and outlined to her how I wanted the story to end. Finishing the game with Clara is useful, especially for the ending – I’m not sure if I want the main character to live or die. The bottom line is 1) you’ll go through your final day better with more appreciation for your life and the people in your life (yes, learning is the goal) and die peacefully; or the ending 2) except on your final day watching Beyond your growth ending 1, the council decides to invade and prolong your day of death – hooray, you live!

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I didn’t know which ending to choose, so I left it to Clara. She’s torn but ends up saying she’ll have the best of both worlds: If she lives, she thinks she deserves it; if she lives, she thinks she deserves it; more meaningful. Funny enough, that’s exactly what I needed to hear. Just as good as when I tied all the loose ends neatly together

Take a bow, this is not the story I want to tell. I want to tell a story about facing death, which (disgustingly) means you have to die.

The next step is to create the actual game. After putting together the outline beat sheet in class, I started working on the full interactive novel.

I came up with the idea of ​​using Inform because it’s a great way for users to explore the world at their own pace. But due to time (and willpower) constraints, I decided to go with twine. This turned out to be a great choice, as it inspired me to control the game in two ways I hadn’t considered before: time and growth.

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When you check your ID card and find that your birthday is scheduled for tomorrow, a red time stamp will appear in the lower right corner of the screen to record the time.

I wanted the clock to put pressure on the player, to give a sense of urgency to every choice you make.

The second measure I use to control the game, just behind the scenes, is growth. Every choice the player makes after the death penalty is calculated and added/subtracted from a variable I call growth. This variable is designed to track your progress in the game so that the decisions you make (talk to your significant other, apologize to a bum, or even go for a swim) will affect whether you die peacefully or sadly. .

I play my finished interactive novel with 3 people: Tiffany Manuel, Vincent Nicandro, and Alema Fitisemanu. There are a couple of usability bugs I need to fix in playtesting: Input menus need clear wording (eg “does not include birthday year”). It is necessary to reduce the time of words that appear when fighting strays. Hyperlinks from one page to another are not immediately visible and should be large. etc.

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One particular source of confusion during playtesting was the strikethrough option included at the beginning of the story.

I originally included 2 crossed out options in the story (while traveling) as a way to show the control society has over their people. At the beginning of the story, you, the main character, review your thoughts and decisions against what you think is socially acceptable. In particular, with these two options, I want to show the nuances of this censorship: in the first option, social control prevents you from actively pulling over to help a broken-down car, but it also prevents you from cutting down people on the ground. second option. I wanted to add more depth to society and make players question whether society is all bad or all good.

However, the use of these crossed-out options can be seen in all 3 playtests. Tiffany lamented that she didn’t understand the significance of strikeouts. Alema tries to click the first crossed-out option multiple times before clicking Continue Driving. In the end, after reading Vincent’s feedback, I decided to keep the option crossed out:

I think the only thing that confuses me is the strikethrough in the options – I’ve never tried to click on it (so that’s the point?) but if you want to click on them it’s a pretty strong deterrent, how does it warp people’s vote.

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I mean to have options quickly scanned and discarded as non-options, but the idea of ​​skipping options amazes me how people vote immediately and in the future. I hope people stop and wonder why these options aren’t available to them, but it’s an unexpected (but cool) consequence that these crossed-out options could affect player behavior. So I kept the strikethrough but reversed the order of the options (from “initial order” to “final order” in the image above) so the strikethrough option is at the top. I hope this inspires readers to search for the crossed out option and go to the original option instead of ending up with the crossed out option.

Overall, the feedback from the 3 playtests was better than I expected. In her performance, Tiffany laughs, screams (“Wow, my life sucks right now. I’ve lost everything!”) and has no choice (“I think I’m going to chase this guy now…  ..”). Interestingly, she loved another big part of the story and said that when she finally realized how much they cared about her, she felt bad for the way she treated them. Another big piece of feedback from Tiffany was that she felt like she had a lot of options and that her choices mattered, which is something I try to do right.

But for me, Tiffany’s most satisfying response is her disappointment. After dying peacefully in the game, Tiffany said she was conflicted about the committee and the decisions they made. It’s been awesome to see how much the game has affected her and other players. When I asked Alema how he felt after the playtest, he said: “I think it’s weird. Come on, man!” He said he was fed up with it – he was punished for the accident because he knew he Dying soon, he wants his significant other to be home instead of trying to take credit.

But I don’t want to sit there and die, you know? I have to do something. I went into the woods because I remembered old men walking, and I thought they must be up to something.

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Eventually, he dies (albeit peacefully). Until the last page, he and Tiffany say they wish they survived somehow

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