Artwork #4: Experience

Sprout

By Ruby Harkness

Link for all rules and directions:

SproutDocumentation

Artist’s Statement: 

Sprout is a card game that comments on environmental awareness and helping others. The game starts as collaborative, but eventually forces players to be selfish, which I thought was a really interesting progression. The main goal of Sprout is to grow your plant faster than everyone else, but if one person’s plant “dies” or reaches 0 growth points, everyone loses. 

The idea of growing a plant was a core value of Sprout from the start, however, the mechanics switched up a lot through the design process. Originally the game was designed to have 4 different cards with different abilities, but for simplicity, the final version only has 2 different card types. The game also originally was more of a luck based game, but after talking with others in the class it seemed like a strategy based game would be more fun. The first play test included the two card types and the plant models, which are the same as the final version. However, after the first play test, I realized that the game was too hard. Multiple people were out too fast causing everyone to lose the game in around 3 rounds. We tweaked this by creating a “pass go” system where every time a round ends, every player adds one growth to their plant. This seemed to help the game flow a lot better and on the next play test the game went on for a long time. Cards were also shuffled to disperse different events more evenly. 

Sprout’s commentary on environmental awareness was intended, but after we were talking about how Sprout also acts as a commentary on socialism. The beginning of the game forces players to share their winnings to help keep everyone alive. Sharing resources was a big part of the early game. People were forced to be willing to give to each other. Late game is when people got competitive because nobody’s sprout was close to dying. It was super interesting to see people go from sharing and being very willing to give up resources to wanting to keep everything they had to themselves to get ahead of other players. The start of the game was very collaborative, but the collaboration eventually fell apart when people realized they were not forced to keep others alive anymore. 

I think Sprout gets a lot of inspiration from indie farming games like Stardew Valley, a game based around the idea of the player “taking care” of something. I think the tactile element of Sprout can be compared to a game like Battleship. Both use a very clear visual and tactile way of keeping score. The scorekeeping models were also fully inspired by the model in “Grow: The Organic Building Game” which we talked about in class. As an art game, I think Sprout could connect to the DADA movement, providing an interesting commentary on environmental issues.

Images:

Chato by Rex Wang & Victoria Zhao

Link to the playable game: https://rexy77.itch.io/chato

The Initial Idea

As AI evolves and becomes increasingly prevalent, have you ever considered using it to cheat when your assignment is about to be past due? Was it the efficiency and powerful capabilities of AI that first tempted you to use it for homework or exams? Or have you become increasingly accustomed to relying on it for shortcuts?

It’s rare to see games satirizing the growing misuse of AI, but such misuse does exist and appears to be on the rise. Thus, we are attempting to create a game that simulates exams and AI usage to satirize cheating and the improper use of AI. We aim to create a fun experience and use the AI’s troll responses to make you realize that AI isn’t always helpful!

Game Mechanics

Most of the action in this game is based on clicking. In this fake Canvas interface, all you need to do is complete five multiple-choice questions, with your score displayed there, and the copy button allows you to copy the questions and paste the content into the ChatAI interface.

In ChatAI’s interface, you can see an input box and type your prompts then click the send button to interact with this fake AI.

Playtest Feedback Records

Playtest 1:

  • The first prototype has only the ChatAI interface, players can try to type in and interact with this fake AI.
  • Player Feedback: There were bugs on the technical side, and the UI art looked very basic, not resembling a chat interface. The exam interface also felt odd.
  • What we changed: Implemented the assignment scene and connected the copy and paste button.

Playtest 2:

  • The iteration has implemented both scenes but at a very basic level. We are aware of some of the bugs that are affecting the experience.
  • Player Feedback: It was possible to ask initial questions, but the text input would always jump up in the chat window, making it very inconvenient to read. A few bugs are affecting the experience and need to be fixed. Testers suggest adding a few more unique responses to different questions.
  • What we changed: We’ve changed the UI colors and tweaked the AI response system so that the AI now responds to different questions in categories. We have fixed all the bugs and achieved the standard of operation that we expect.

Objects In Motion

Link:

https://noahwc.itch.io/objects-in-motion

Demo:

For my express/experience artwork, I wanted to focus on the style of indie game that I was first introduced to as a kid: puzzle games that took simple mechanics and implemented them in ways that were complex. A prime example of this is The Stanley Parable, an indie title featured in the Gameloading: Rise of the Indies documentary. On paper, The Stanley Parable is a walking simulator that takes place throughout an office building with some narration and diverging paths. However, the way these mechanics are implemented provides for a rich and engaging narrative with whimsical and snarky undertones. My hope for this project was to recreate the elegance and creativity that characterizes these games but in an abstracted form devoid of characters and narrative. It’s easy to feel like every indie/art games all need to have deeper meaning or profound commentary to be of worthwhile. In order to shy away from that, I wanted to embrace engineered play by focusing on an interesting mechanic and all the ways it can be used in a simple puzzle game. Objects in motion is a top-down room-based puzzle game where your surroundings change based on which direction you are moving. Throughout the game you will encounter walls, portals, and terminals that rotate the world around you. Navigating through the interactions of these three components is where the complexities lie.

Scripts:

Artwork 4: Whistle

Description/Pitch

“Whistle” is a mystery RPG where the player plays as a new temp worker at a corporate national bank, Dolion Bank. Working from home, uses the team collaboration application “Whistle” (very parallel with Microsoft Teams or Slack) player quickly gets onboarded to the team and starts doing their daily tasks. As they do these mundane tasks, however, they are exposed to a multitude of interesting pieces of information that suggest that Dolion Bank is not as legitimate as they make themselves seem. Through talking with clients, digging through company archives, and searching the internet, the player is presented the opportunity investigate exactly what is going on at this shady corporation. However, with a need to work enough to make a livable income and a boss constantly monitoring checking for a “Online” Whistle activity status, this will not prove to be an easy task.

** This is a large progress that is a work in progress so the game linked below is more of a rough prototype than a finished product **

Documentation

Rough Twine Prototype: https://drive.google.com/drive/folders/1NBDlTeWiTItazTCyZeiAQBA3abjrk9AF?usp=drive_link

Artist’s Statement

“Whistle” is an evolving project aimed at immersing players in an environment where they bear witness to the pervasive presence of corruption. As a work in progress, the prototype submitted is just a glimpse of the expansive narrative and gameplay mechanics that will be further developed in the future.

The game invites players to step into the shoes of a new temp worker at Dolion Bank, a corporate giant rife with secrecy and deception. Through dynamic storytelling and interactive gameplay, “Whistle” confronts players with ethical dilemmas and moral complexities inherent in confronting corruption within the workplace.

Through “Whistle,” I want to prompt the challenge players to question their own beliefs and perceptions surrounding labor ethics, corporate misconduct, and what it means to “speak up” about what may be going on in one’s workplace. By presenting players with difficult choices and complex scenarios, the game aims to foster a deeper understanding of the challenges faced by whistleblowers and the bravery of their actions.

My main inspiration for this game is the public reactions to various whistleblowers in recent years (ex. NYT article speaking against the Trump’s conduct while he was in office) and how some people called the authors of these information leaks “cowards” because they didn’t speak up sooner or attach their name to the article. As a previous member of PSA/HOWL (students orgs focused on labor organizing and labor justice), I felt that these attacks were gravely misplaced and that people may need to be educated more about how corrupt workplaces make it significantly difficult to do what “should be done.”

As development progresses, “Whistle” will continue to evolve, offering players a rich and immersive gaming experience that explores the intricacies of workplace corruption and the profound impact of individual actions on society as a whole. Through its exploration of timely and relevant themes, “Whistle” aims to inspire positive change and foster a greater sense of awareness and accountability among players.

 

Everyquest Early Prototype

EVERYQUEST Design Doc

Super Early Demo Footage

Artist’s Statement

Admittedly, this is a game I’ve wanted to make for a little while, and I kind of used this assignment as a way to get myself to get started on it. I was pondering a general theme of the future, and how we have no idea where it might take us. I wanted to try and explore multiple facets of that theme through my story, which is what led me to come up with the characters of Marilyn and Bhrugu (see the attached Design Doc). They both represent entirely different unhealthy ways of coping with the future’s unpredictability; giving up on life, and trying to control everything.

Once I had my story and themes, I went to try and create gameplay that fits them well. I ended up with a Roguelite-style Tactical RPG where you have a lot of free rein in customizing your character (in preparing for future challenges), but are always at the mercy of RNG in actual fights (still have no control over your future).

In terms of the kind of game and story I’m going for, Everyquest’s main inspiration is definitely the Persona series, though I’ll admit to there also being a little bit of Deltarune and Omori in there too. In terms of the Battle System, the main inspiration is Mario and Rabbids: Kingdom Battle. 

In the end, I ran into a time crunch with the demo, and having to make it during finals week. So, I ended up having to go with a very simple demo, with no UI elements, and…let’s just call it avant-garde enemy design (in my defense, I did have a squirrel model I found online, but Unity was refusing to behave when I tried to load it in, and this had to be enough). In the demo, I showcase a simple randomly-generated overworld, and a single battle, both of which are explained in detail in the design doc.

2D Overwatch

2D Overwatch:

How to play:

This game is a simplified version of “Overwatch.” So the rules are also therefore straightforward.  It involves two players: Player A spawns on the left side of the scene, while Player B spawns on the right. Both players can shoot bullets at each other. When a player’s hp reaches 0, they need to wait to respawn.

The objective is the center of the map. Both players should try to capture the objective by just standing on it. The first player that reaches 100 points wins the game.

Artist’s statement:

Getting new players into “Overwatch” is hard because it’s tough to start playing. One of the reasons is that it is difficult to get started. Blizzard may have noticed this, maybe that is why they’re adding tutorials. The FPS part and the complicated maps make it hard for beginners.

Therefore, I came up with the idea of making an Overwatch without those elements which is a 2D version of it. Initially, my idea is to make it network-connected, so the players can control the direction of bullets with their mouse and I could add more players to the game in the future. But after trying to network in Unity for 3 days, I decided to give that feature up and redesign the entire game to make it can fit within one laptop. Also, because I’ve wasted so many days trying the network feature, at last, I

didn’t get enough time to implement the abilities to the game.

I was trying to set up the network.

But after several play tests, I would say the gameplay went better than I expected. Since there are no abilities, it is very easy for the players to get started and be good at it.

this was my first playtest

This project took some inspiration from “Pac-Manhattan”, the game that appropriates Pac-Man into the real world and make it easy to get into. Our game does the same for “Overwatch.” It’s more straightforward now. Also, In the Data Movement, artists made the audience see normal things differently, for example Duchamp’s “L.H.O.O.Q.”, our game makes “Overwatch” different and simpler, which changes the experience of gameplay.

Artwork 4

This game takes you back through the day in the life of high school. Go through your daily routine in the morning as well as attending class each day. Play the game here before reading the rest:

https://nickconnorss.itch.io/artwork-4

 

 

 

 

 

This artgame is designed with the specific purpose of raising awareness about the realities and commonalities of school shootings in America. In chapters 2 and 3 of Works of Game, written by John Sharp, the author discusses the difference between ‘Game Art’ and ‘Artgames’ and how each one expresses something different. My game falls under the category of an artgame because it focuses on crafting an experience that delves deep into life’s metaphysical aspects, exploring themes of ethics and the human condition, which is how Sharp describes artgames to be. The design of this game is deeply personal, rooted in a personal experience with a school shooting incident at Saugus High School. By integrating this personal narrative, my game transcends traditional game mechanics and becomes a platform for players to engage with and understand the emotional and psychological impacts of a tragedy like this. This is in line with the essence of Artgames, where the gameplay and objectives should be intertwined with the artist’s vision. The goal of this artgame is to spread awareness and show that something as tragic as this can happen in a split of a second, affecting the lives of everyone around. Rest in peace Gracie and Dominic, you will be cherished in our hearts forever.  

Dealer’s Choice

Artist’s Statement:

Since beginning to learn about game design, a constant in all the games I have worked with has been to create a sense of fairness for the player. Create challenges and puzzles for a participant to overcome, but make sure the playing field is level for everyone involved. However, I felt that this wasn’t very reflective of the real world, where nothing is fair and victory goes to the people who can pay for it. My card game takes the simple premise of card dealing and poker, specifically black jack, but appropriates the goal of the game and the way the cards are dealt to provide an unfair advantage to those who were lucky enough to go first.

I wanted to convey with my game that the people on top in society have way more control over the lives of the people below them. The 1% get to influence where the country’s money goes, who is voted into office, and what legislation is allowed to be passed. However, I convey this message quite subtly through the lens of a simple card game, where the first player gets to directly impact what cards the people behind them get access to. Another point I wanted to convey to my players is a sense of loss of control, where you are directly subjected to the actions of the other players before you. When a player chooses a card from the limited pool of options, they are completely cutting you off from having that choice for yourself and are instead forced to create something from their scraps. I actually got this idea from a movie, a foreign film on Netflix entitled “The Platform”, where people are forced onto different levels of a building, and every day a platform of food travels down through the floors for the people to eat, but the further down your level is the less food there is for you. This movie is also an artistic critic against the system of the upper class, calling out the unfairness and hypocrisy of the system that rewards people for being rich.

Game Documentation:

The Rules:

Everyone rolls two dice to determine turn order – the person with the highest role goes first, then second, and so on

First player, draw as many cards as there are players PLUS ONE (ex. If there are 4 people playing, draw 5 cards)

Out of all the cards, pick one to keep and pass the remaining cards to the second player. Second player do the same, and so on until the last player

THE OBJECTIVE OF THE GAME: First player to get a hand that adds exactly to 21 wins the round (Poker rules apply to card values, ex Ace is 11 or 1)

If someone collects a collective card value over 21, they are sent to last place for the next round

Whoever wins the round becomes first player, second place becomes second player, and so on

Play as many rounds as you want!

 
Bonus Rule: if one person has been in first for too long, all the other players can invoke a Revolution. A Revolution means that for the next round, each player who is not first must pool their cards and collect a total of ((number of players – 1) * 15) = for example, if there are 4 people playing and the bottom 3 players invoke revolution, the bottom three players must collect a total of at least 45 points before the first player can collect exactly 21 points. If they succeed, the first player gets sent to last for the next round. Note: A revolution can only occur if EVERYONE wants to participate (excluding the first player). After the first player has been sent to the back, the group must decide who gets placed to player 1 (if they cannot make up their mind, roll a dice again to determine turn order)

 

Post-Playtest 1 Notes:
– It was too easy for players to get to 21 within the first 2 turns

– There was an interesting game tactic deployed by the first player, where they would hoard all of the lower value cards each turn and just wait for the other players to get a hand over 21 in order to secure their position in 1st

– Changes: adjust the point distribution on the face cards – Jack = 11, Queen = 12, King = 13, ace = 1

Post-Playtest 2 Notes:
– the changes made to the face cards were unnecessary, I’m going to change it back to regular blackjack rules

– The games were short but sweet, and I believe they captured the message I was trying to send about unfairness and privilege towards the wealthy in the real world.

 

Example of a round:

Slots of Suffering

Slots of Suffering

Picture of the game "Slots of Suffering". There is large slot machine in the center.

Play the game here!

Slots of Suffering is a short artgame about the dangers of slot machine addiction, as represented through cruel money-management and addiction mechanics.

Artist’s Statement:

Slots of Suffering was primarily inspired by Natasha D. Schull’s book on machine gambling, Addiction by Design, and Lucas Pope’s 2014 artgame Papers, Please. The former book presents an ethnographic view of slot machine addicts in Las Vegas, and I found it shocking and pretty upsetting. I felt like this dark side of game design often goes overlooked, and wanted to make a game that attempts to spread awareness of the real-life implications of gambling addictions. Papers, Please shows, among other things, how financial concerns can lead people to be complacent in harmful systems. The way that Papers, Please represented the financial burden on your character, through payments for food and medicine for your family at the end of every day, was inspiring to me, and I realized I could make my point with a similar system.

I would also connect this game to the works of Brenda Romero, who has created several stripped-back analog games that try to make their point through their mechanics. “The mechanic is the message” is the name of the series. In my game, I wanted to represent addiction mechanically, rather than just telling the player “you are addicted to machine gambling.”

There are several shortcomings with my game that I did not have time to flesh out or rework. My biggest problems are that the representation of addiction is not perfect, and that playing the game “well” doesn’t reward you. I don’t want to misconstrue the way the complex condition of addiction works, but it is also a tricky one to model. An interesting symbolic way I tried to represent it was making everything but the slot machine visually drab, whereas the machine itself is bright and animated and fun. This was intended to represent the way addicts can move through life in a haze, just pushing on to the next hit. The more obvious interpretation of addiction in the game is that I don’t allow players to leave the casino until they’ve played enough. “Enough” depends on how much they’ve played before. This can be frustrating to the player that is forced to spend all their money at the slots, but I think this works to show how people can be frustrated being trapped in a cycle of addiction.

The other thing I’d want to expand on is actually rewarding the player for doing the right thing. When playing the machine just makes you lose money (and subsequently your home and family), the only winning move is not to play. Unfortunately, right now not playing isn’t a great outcome either. You just have to continually go to work and barely support your family, until you eventually lose to RNG. This doesn’t really reflect the message I want to send, so having some sort of good ending for not playing would help make the message more clear.

I chose to make this game in basic HTML and JavaScript so that it would be playable on any device, and quick for me to develop. The gameplay consists entirely of just pressing buttons, so this was a good fit.

Thank you for playing!

Living the Life

Goal: Avoid becoming homeless and gain the most money in life. To become homeless, you have negative balance at any time

Instructions:

    1. Start with players at the start
    2. Player class is determined with a roll of a 6 sided die. 
      1. Player with the highest roll = higher class
      2. Player with 2nd highest roll = middle class
      3. Everyone else = lower class
    3. Keep track of points (school points) and total college debt left
    4. Roll a D6 to get a number of steps taken around the board
      1. Landed on an Yellow Empty Space, draw an school action card before
      2. If you pass a Red Tax Space, pay up job tax (indicated on career card) + percentage of total college debt (if applicable) + life tax ($50)
        1. If you do not have a job, you have to only pay life tax
      3. If you pass Green Pay Day, you get paid!
      4. If you pass White Career Space, choose a job!
    • University-required:
      1. Doctor
        1. School Point Requirement: greater than 20
        2. Pay: $1500
        3. College Debt: $300 x turns spent in college
        4. Tax: $300
      2. Nurse
        1. School Point Requirement: 17
        2. Pay: $1200
        3. College Debt: $200 x turns spent in college
        4. Tax: $300
      3. Engineer
        1. School Point Requirement:15
        2. Pay: $900
        3. College Debt: $150 x turns spent in college
        4. Tax: $100
      4. Secretary
        1. School Point Requirement: 10
        2. Pay: $700
        3. College Debt: $100 x turns spent in college
        4. Tax: $100
      5. News Anchor
        1. School Point Requirement: 5
        2. Pay: $600
        3. College Debt: $50 x turns spent in college
        4. Tax: $ 100
    • University not required:
      1. Barista
        1. School Point Requirement: less than 0 (negative)
        2. Pay: $100
        3. College Debt: $0
        4. Tax: $50
      2. Cashier
        1. School Point Requirement: 0
        2. Pay: $150
        3. College Debt: $0
        4. Tax: $50
      3. Waiter
        1. School Point Requirement: 1
        2. Pay: $200
        3. College Debt: $0
        4. Tax: $50
    • Other:
      1. No job (Roll a NAT20 to choose a job)
    1. College vs Job:
      1. College:
        1. Higher class: Your family has been donating to the college for generations. You get in and your parents cover all your student debt. Earn 5 points for going to a well-known college.
        2. Middle class/Lower class: (needs minimum of 2 school points to go to college) 
          1. 1-5: You studied and did well for the PSAT and SATs so you got in with a scholarship (- 75% of college debt)
          2. 6:You studied and did amazing on the PSAT and SATs so you got in with full scholarship (- 100% of college debt)
          3. 7-8: You got into college, but you’re not outstanding, not a lot of scholarships were offered (-25% college debt)

Action Cards

High School:

Failed test!

  • Higher class: your parents donates to the school, they don’t care and gives you a pass after a quick call to the principal. You get a school point.
  • Middle class: Parents paid for tutoring to catch up in class. Roll a D8. 
    • 3-8: you paid attention and passed the final, the actual exam that matters. Get a school point.
    • 1-2: You didn’t pay attention and made the same mistakes on the exam. Lose a school point.
  • Lower class: you tried to study, but trying to study without help is difficult. Roll a D20.
    • 20: You passed the exam through a miracle! Earn a school point
    • 1-19: You failed. Obviously. Lose a school point.

Great science project!

  • Higher class: Your parents were so proud that they bragged to friends, family, and even colleagues. You made it to the town newspaper! Gain 3 school points.
  • Middle class: Roll a D8. 
    • 3-8: The paper caught wind of you, so they decided to do coverage on you. You made the school look good. Gain 2 school points.
    • 1-2: You got an A on the project, earning 1 school point.
  • Lower class: you tried to study, but trying to study without help is difficult.
    •  You got an A on the project, earning 1 school point.

AP Class!

  • Higher class: Your parents are able to afford the exam as well as the test prep books for you to study for the test, you aced it! Earn 5 school points
  • Middle class: Your parents were able to afford the $100 fee but you weren’t able to get all the prep books that you’d hoped for. You passed. Earn 3 points.
  • Lower class: Your parents aren’t able to afford the exam, so you decided to not take the class.

 

College:

Cheating Accusations

  • Higher class: Your family has been donating to the college for 5 generations. The college apologizes for accusing you of such things. Gain 5 school points as compensation. 
  • Middle/Lower class: Roll a D8.
    • 1-3: You nearly forgot to show up to the board meeting. Thus, you didn’t prepare for it and were accused of cheating. Lose a point.
    • 4-8: You prepared and showed up with receipts that you did not cheat and have done the work all on your own without copying. College apologizes for doubting you. Gain 3 points

Extra Credit Essay

  • Higher class: You pay an outside source to write your essay, allowing you to ace the class and bringing up your GPA even more. Gain 5 school points
  • Middle class: Roll D8
    • 1-2: You have help from in-class resources to compose an outstanding essay. Gain 3 school points
    • 3-8: You did it to the best of your abilities but you didn’t have a full understanding of the course. You earned 1 school point
  • Lower class: Roll a D20.
    • 1-19: You decide to not do the essay.
    • 20: You aced the extra credit, allowing you for more points in the class but it’s not great. Gain 1 school point

Internet Issue on Deadline

  • Higher class: No way, your parents paid for the top-of-the-line internet, it never crashes. Gain 3 school points.
  • Middle class: You have a hotspot and just made the deadline, but didn’t have time to add finishing touches to your assignment. Gain 2 points.
  • Lower class: **** it you fail the assignment. Lose 3 points.

Career:

Car Accident

  • Higher class: You got other cars, you’d be fine. You have connections to a great lawyer so you don’t have to pay for damages either!
  • Middle class: You have good insurance, but there are still some fees that you have to pay. Lose $100.
  • Lower class: You can’t afford to fix your car, so you have to use a bike to get to work until you have enough money to fix it. This makes you late to work, causing you to get paid less. Lose $100 from paycheck during Pay Day. You have to pay a fee from your sketchy insurance. Lose $150.

Hurricane!

  • Higher class: You have an underground, mansion–sized bunker with immaculate insurance on your house. You got all the damages repaired for a great price while living in luxury. Lose $100
  • Middle class: You have decent insurance, but some damaged items were not covered. You have to replace them out of pocket. Lose $500.
  • Lower class: Your insurance is ****, they’re not replacing anything. Why do you even pay them? Lose $1500 to replace all your furniture and house.

Robbed

  • Higher class: You had CCTV cameras in the neighborhood and were able to capture the robber’s face from multiple angles. The police made the arrest and all your stolen assets were returned to you.
  • Middle class: Roll a D8
    • 1-2: All the CCTV Police are unable to track down the robber, lose $50
    • 3-8: The police in your area really love their job! They found the robber and even detained him through fingerprint identification! All stolen assets are returned to you.
  • Lower class: You are the robber. Roll a D20.
    • 1-15: You robbed the wrong person, the police were able to ID you. After coming out of jail, you lose all your assets and job. It is now harder to get a new job. Roll NAT20 every turn to regain a job.
    • 16-20: Wow! You got lucky! You got away with robbing a house. Gain $500

——————————————————————————————————————————————————————————————————-

Artist Statement

The idea behind this game was to go for the unfair social classes found in American society today. Social mobility is not as lenient as how the American Dream has made it out to be. The Upper class have the choice to slack off but still go through life without a lot of worry since they are provided certain privileges and opportunities that allows them to grow and benefit. Meanwhile, the lower class are at a disadvantage and requires luck to get such opportunities. Even then, they are in a different situation where their environment are also against them. The intention is for the lower class to lose around 90-95% of the time unless the players are VERY lucky. Meanwhile, the upper class doesn’t have to worry as much about going into debt since they are given a lot of chances and opportunities. After the first 2 playtests, I found out that the lower class are more likely to go negative school points by the time that they get to college. As a result, I implemented the point requirements for college. As a result, the lower classes are less likely to get the opportunity to obtain the higher-paying jobs. The university-not-required jobs are paying just enough for the player to get by, similar to that of real life struggles of those in the lower class. In the most recent in-class playthrough, the upper class player disregarded the written goal and tried to go into debt as soon as possible, however, they were able to get through the whole game and finished 2nd. I liked this result as it shows how the upper class are able to complete the goal of the game even if they are trying become their own enemies.

This idea is inspired from the game of life and the type of messages behind art games. Since art games are meant to call attention to topics that typical games do not emphasize about society, this game calls out an unfair nature of the class system. Rather than appropriating The Game of Life, I decided rebranded it with additional mechanics with the addition of the monetary value  of jobs and money. Since the only similarities would be the feel of the map, it was best to rebrand the game under a different name instead of declaring it as a DLC. I also wanted a playable game like the Uncle Roy game that we’ve seen in class as opposed to an art piece similar to Mario Clouds.