From Sea to Shining Sea Squad: Plans for the Future

Hello Everyone,

Today, the From Sea to Shining Sea Squad, spent time laying out our plan of action because we really wanted to have a document that laid out our time with deadlines for ourselves. We had a few ideas about how we wanted to make our plan of action such as splitting up the sections within the portfolio and working on them before we started on the game. Then refining the portfolio, once the game is finished. Another idea was to finish our research and start on the game and then move to work on our portfolio. We all agreed, no matter what the final plan of action turns out to be, that we wanted to try to stick closely to our plan of action to eliminate stress and maximize our time.

Our team discussed splitting up some of the sections of our research. We decided on Luke H. and I would work on researching games that we could reference to make our game the game that we want it to be. We also decided that Luke D., Cole, and Nick would work on researching history that could help us build our game to fit the Cold War era. We thought that dividing and conquering would help us get work done and then we could help each other write the different sections of the portfolio closer towards the end of the term.

We discussed adding the idea of McCarthyism into our game. McCarthyism was the campaign launched in the United States against communism. It was basically a “witch hunt” during the early 1950s to purge the U.S. of alleged communists despite the fact that most people were not communists. Though this predates the time that we’re aiming for in our game, we thought that the idea of McCarthyism fits well into the chaos of a dystopian system that came about if the Cold War had progressed to nuclear war. This idea of the “fear” of communists and then persecuting them and forcing them to fight in the war would create a “counterfactual” that still pays attention to the details of history.

Our team also looked at an interesting game that we considered using as a reference for our game. The game, called Fallen Hero: Rebirth by Malin Rydén, is an “interactive novel” that allows you to choose the path of the story. The game is solely text which allows the player to use their imagination to create their story. We thought that this was an interesting game to reference for ours because we’re using Twine, a text-based game creator. We liked the idea of creating a story with our game and creating choices for our player to let the story become their own in a similar way that Fallen Hero: Rebirth does.

In conclusion, our team has a lot of momentum and so much enthusiasm for this project that the future for our game looks incredibly bright. We’re hoping to finish the bulk of our research soon and begin making our portfolio as soon as we can so we can start working on our game.

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