b) Analytic Notes
All of the intended gameplay problems where puzzles about opening doors and escaping the
room you were in. Cubes as placeholders were provided in some areas but you had to figure out
how to retrieve them. The camera movement is fluid with your movement like a pov experience.
The only interaction within the game is Wheatley male and the automated computer voice also
male, Because this is a single-player game and you can only see yourself as you look from one
portal to another you only get a distant view of yourself. | was female my race difficult to
determine though my skin looked fairly dark, however, my clothes are also torn and it could
simply be dirt. Class is suggested based on the continual reference to my inability to do things
my safety, and my captivity as a test subject. | am clearly not of the elite class. More slave like a
test rat if you will
¢) Affective Notes
At the outset, | was curious and trepidacious because figuring out the controls was so fast in the
initial story setup that | was not sure what to do. As | played a little it was clear that the controls
are not actually that complicated. The puzzles were varied in difficulty enough that | could move
through the game at a frustrated but intrigued level. | wanted to keep playing even though the
complexity of the puzzles got more difficult quickly. The comic relief of Wheatley is well-timed
after you have complete a few intense puzzles it breaks up the story to make it lighter to give
you a chance to refocus. The elevators and automated voice do the same thing on a more
frequent basis but they are not as funny and | eventually just tuned out the automated voice as
it was really just reiterating my station in the game. The ability to use the mouse and key
controls at the same time is a dexterity piece that takes a little getting used to but is almost
identical for most PC games | have ever played.
Session Fieldnotes
The game was challenging to figure out the movements and the puzzles increased in difficulty
at just the right rate to make you feel frustrated enough to keep going, but experience enough
success that you felt accomplished. The Wheatley character is good comic relief to keep the
intensity of the game moving and the storyline in tact. The automated computer voice gets
annoying after a while as it reiterates the same thing over and over, however it does simulate a
stereotypical research facility well.
Include Images
* game-play.jpg