1. What methods of storytelling did the designer use? (it’s ok if it doesn’t fit neatly
into the definitions from our reading, but please try to describe the method of
storytelling/worldbuilding)? How did the designer use those methods
consistently?
- the clock/person in the center, plus the signs describing what each path entailed told the story of how we spend much of our time worrying about doing work and being productive
2. How did the use of choice impact the experience of playing the game? Did it feel
empowering? Disempowering? Did you not really notice? How did it make the
game effective (or not) in creating the experience?
- i think the idea of choosing how to spend the time was impactful. the only thing that took away from this (maybe it was intentional) was how doing a 'productive'/'good' thing only cost a minute, while the 'unproductive'/'bad' thing cost hours. perhaps this was commentary on how we perceive these actions?
3. What feedback, advice, or questions do you have for the designer?
- i personally think making the 'productive' things cost an hour and the other things costing more would be effective, since it would be more convincing