5. The mechanic of clicking is especially important in “I AM A CAT” because nearly every passage includes a choice to be made. There is so much user input, especially compared to the story I made which is roughly linear with a few minor alternate paths along the way. At the start every hour in the game, the player gets to choose what the cat will do. Each hour, there are three to five options of how to spend that hour, from eating to napping to playing, etc. The player’s choice is made by clicking on one of the listed activities. The highlighted terms are generally at the end of the passage, which to me signifies that the cat is completely finished with any past activity and stagnantly waiting for the next one to begin. The game then splits off depending on what choice the player makes. This is when the player’s options are limited. For most choices, there is a passage describing the activity, and the player is only given a single place to go after that passage. After an activity is chosen, the cat will spend the next hour doing that activity, and the player will not receive another choice until they are choosing the next activity, and the clock is an hour later. Clicking in this game definitely represents an actual activity, not a mental process. After each click, I imagine the cat doing that activity for an hour before getting bored again and making another choice. This story would not work if it automatically advanced to the next passage, because that would remove all player input.
Prompt 2: In this game, the player acts as a pet cat and lives a day from morning to night. I have a 1-year-old orange cat. I often smile when playing games because the author knows cats well. The author really knows what cats do every day. Players can control the cat to do different things every hour, and choose to interact with different things. They will add some points but it doesn't seem to be of practical significance. Because most of the options are specific things, I, as a player, know where these options will lead. And time is always passing, every time one thing is completed, time will pass by an hour. Because the game has a clear timeline, and it seems there aren't options that can be called wrong. Therefore, I don't want to go step back or go back further to change my choices.
The point system does not affect the player's choice (at least to me). I think this random structure is the key feature of the game. It is very close to the theme of the real world and is very close to the daily life of cats. It restores the behavior characteristics of cats very well, and what cat does every time seems to be random and unpredictable. I will call this structure a linear timeline plus a subway map (there is a free passage between several locations).
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5. The mechanic of clicking is especially important in “I AM A CAT” because nearly every passage includes a choice to be made. There is so much user input, especially compared to the story I made which is roughly linear with a few minor alternate paths along the way. At the start every hour in the game, the player gets to choose what the cat will do. Each hour, there are three to five options of how to spend that hour, from eating to napping to playing, etc. The player’s choice is made by clicking on one of the listed activities. The highlighted terms are generally at the end of the passage, which to me signifies that the cat is completely finished with any past activity and stagnantly waiting for the next one to begin. The game then splits off depending on what choice the player makes. This is when the player’s options are limited. For most choices, there is a passage describing the activity, and the player is only given a single place to go after that passage. After an activity is chosen, the cat will spend the next hour doing that activity, and the player will not receive another choice until they are choosing the next activity, and the clock is an hour later. Clicking in this game definitely represents an actual activity, not a mental process. After each click, I imagine the cat doing that activity for an hour before getting bored again and making another choice. This story would not work if it automatically advanced to the next passage, because that would remove all player input.
Prompt 2: In this game, the player acts as a pet cat and lives a day from morning to night. I have a 1-year-old orange cat. I often smile when playing games because the author knows cats well. The author really knows what cats do every day. Players can control the cat to do different things every hour, and choose to interact with different things. They will add some points but it doesn't seem to be of practical significance. Because most of the options are specific things, I, as a player, know where these options will lead. And time is always passing, every time one thing is completed, time will pass by an hour. Because the game has a clear timeline, and it seems there aren't options that can be called wrong. Therefore, I don't want to go step back or go back further to change my choices.
The point system does not affect the player's choice (at least to me). I think this random structure is the key feature of the game. It is very close to the theme of the real world and is very close to the daily life of cats. It restores the behavior characteristics of cats very well, and what cat does every time seems to be random and unpredictable. I will call this structure a linear timeline plus a subway map (there is a free passage between several locations).