The Decision Makers: The Final Stretch

Today, our main focus was to shape our plan of action and put some definitive dates on our essays and presentation. Our script is completely in Twine and our game is finally coming together. We met over the past few days to discuss our progress and determine if the outcome of our storyline and the player experience that Twine provides is what we wanted. Twine brought our game to life in the way we had first discussed in the beginning and provides the player with more options to control their own destiny. After watching Valkyrie, our initial idea was to find how we could use the operation and the people involved to expand our game. We developed several alternate outcomes using Operation Valkyrie and how the outcome could have affected the war. In our counterfactual endings where the operation succeeds, the player has the opportunity to take over the German government and guide it towards a more democratic state. The varying outcomes enhance our games playability and provide the player with a new experience each time they play. Twine does a good job of taking these simple decisions and creating so many avenues of play.

 

The historical accuracy in our game revolves around dates, locations, and some of the characters that we focused on. From the first time we decided to make a game surrounding World War II, we wanted to create the most accurate storyline as possible by focusing on the actual dates and locations that things were occurring during this troubling time in Germany. In one playthrough, the player can go to Africa and be involved in a mission that is led by General Erwin Rommel. Our focus to accuracy continued into character selection when we chose General Erwin Rommel and Officer Heinrich Muller. Rommel is discussed in every pathway of our game and is part of several important dialogues discussing Operation Valkyrie. Muller was an SS officer that supported Adolf Hitler and his views so he is only present in the pathway when Gunter stays loyal to Hitler and tries to stop the plot against him. Both of these characters were present during World War II and fulfil their same roles in our game. The presence of historical accuracy in our game attributes to the playability and inclusive experience of the player. We believe that by providing players with plausible scenarios even when counterfactual, the player may find interest in our topics and do further research on Nazi Germany.

 

An idea that we discussed earlier in the creation of our game was the possibility to include pictures of the current scenario G√ľnter is in. After working with Twine we decided that adding pictures is something that is very complicated and may negatively affect the commands and the storyline. We want to put our focus more on the script to enhance the effect that imagery will have on the player’s experience. Over the next few days, we are going to play through our game several times to review the pathways we created and the information provided.

 

We finished our plan of action today so now we just need to complete the tasks we have discussed. The development of our game has occurred mostly on schedule and we believe it embodies the majority of the ideas that we wanted to incorporate in our game. Our current goal is to have our portfolio finished by Monday so that we leave time for revision and can begin on our final presentation. We look forward to sharing our game on Wednesday!

 

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