User:Thijshijsijsjss/T4 Assessment/Why: Difference between revisions
(Add bacis link to a next page) |
m (Change way student is referred to) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 3: | Line 3: | ||
font-size: 14px; | font-size: 14px; | ||
"> | "> | ||
<div style="padding:10px;padding-left:15px;margin-bottom:15px;margin-top:15px;background-color: #a3e4d7 ;">'''Narrator:''' 'Why?' is a good question. Why indeed? Is this proposal a good idea? Is graduation a good idea!? AAAHHH ... In the face of infinite possibility, this Subject tries to keep it all under control. They're lucky to have so many [humans] around them to talk to.</div> | |||
'''Thijs:''' [explain 'Why do you want to make it?' using the proposal text below] | '''Thijs:''' [explain 'Why do you want to make it?' using the proposal text below] | ||
<div style="padding:10px;padding-left:15px;margin-bottom:15px;background-color:white;border:1px solid black;"> | <div style="padding:10px;padding-left:15px;margin-bottom:15px;background-color:white;border:1px solid black;"> | ||
Line 16: | Line 17: | ||
I have the hopes for this project to be both a relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience. | I have the hopes for this project to be both a relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience. | ||
</div> | |||
<div style="padding:10px;padding-left:15px;margin-bottom:15px;background-color:#DBE6F0"> | |||
'''Thijs:''' Here are some projects from the last year that make me want to explore these themes and methodologies more: | |||
{|align=center | |||
|[[File:Si23_comm_handout_2.jpg|frameless|250px]] | |||
|<img src="https://media.xpub.nl/2024/PEN-PLOTTING-PARTY_12-Feb-2024/IMG_2475.jpg" height="188px"/> | |||
| | |||
[[File:Jitterbots-01-post.png|300px|frameless]] | |||
|} | |||
</div> | </div> | ||
Latest revision as of 22:02, 26 November 2024
Thijs: [explain 'Why do you want to make it?' using the proposal text below]
From the Project Proposal
Text-adventure and Choose Your Own Adventure (CYOA) games are "obsolete" genres, often seen as relics of the past, but I feel like there is still a place for them. In fact, increasingly so: in the current media landscape, everything is content, everything is moving fast, and every moment is a moment of decision. Amidst this constant overwhelming exposure, "FOMO" and analysis paralysis are symptoms characterising a generation. CYOA fundamentally opposes the idea of mass content, of experiencing it all.
This media landscape is a big contributing factor in experiencing 'disassociation' that I myself often struggle with. In turn, disassociation is both a catalyst to and catalyzed by mental illness and neurodiversity. While the stigma surrounding this topic is slowly decreasing, it still persist. Representation is sparse and, if present at all, heaviliy stereotyped. I would like to see a more free-form, abstract and authentic display of the experience of disassociation. By their interactive and explorative nature, I feel like a game can be a good carrier for that.
I have started to explore these themes in previous projects, and feel like these have been just the tip of the iceberg. This project would allow me to continue the exploration of not just this theme, but also of several media of interest: gamemaking (and text-adventures), printmaking (possibly involving pen plotters), writing (experimentally) and storytelling (intimately).
Moreover, I feel like a game manual -- similar in its status as 'obsolete' -- fits this project well. Firstly, thematically: neurodivergent people are often told to come with 'their manual'. What is a manual anyway, when it comes to people? Also, it fits mechanically: in the contemporary landscape of interwoven media, I see potential for it to breath new life in the CYOA genre, extending decision making beyond the digital realm and blurring the thematic and gameplay content.
I have the hopes for this project to be both a relatable experience to those struggling with disassociation themselves, and an interesting game in its own right to be enjoyed by any lover of classic videogames. This second point is important to me: the game should not just be academically interesting, but an actual worthwhile playable experience.
Thijs: Here are some projects from the last year that make me want to explore these themes and methodologies more: