Okay so my idea was sort stepping away from text parsing entirely. If I keep it it will only be kept as something minimal. Instead I’m thinking of creating a game-like experience that walks people through my thesis process.

I think my thesis process is just a fitting example for the whole…struggle –> failures –> growth-chain that I have been fixated on illustrating by linking journal entries. And as I was counting the number of changes I made to my thesis (6 or 7), I realized that even though each of them felt like total separate useless failures, I do think there is something I learned from each of them. Yeah, it was not efficient, but I think it was kind of just my struggle with thesis. And now the pieces are finally coming together under this new form.

I think the main goals of this idea is to:
a). make that direct parallel btwn an adventure game and life struggles cuz it helps me make that choice to see the process as an adventure vs. being a victim of circumstances.
b) it’s also still a reflective process in itself (this has been the only consistent thing between all the past thesis ideas)
c) illustrate how all the dead ends and failures are not useless, they all build you up to your final obstacle. And in some cases, the harder i crashed the more i learned.
d) I would also like to include other people in the story too, but keeping it minimal

But overall the experience should feel like a story being told in a game-like way. (An interactive story-game?)

And see it as more of a side scroller game where you are slowly working your way up a spiral staircase. I got this idea from Andi originally:

“Sometimes it feels like you’ve come full circle, but then you’re slightly offset and that would make it a helix!”

At the bottom where you start is sort of where I start with the question. And at the top is “judgement day”/presentations. There were definitely some inspirations drawn from Dante’s Inferno.

The user would probably have more of a side-scroller view with a simple point-and-click kind of interface.

This was inspired by the game Odin Sphere. I’d like each “floor” the player experiences to feel very similar. Furniture will stay the same on each floor, people will repeat, but SLIGHT changes will be made to the environment (eg. brightness, furniture moving, conversations changing)

I like the idea that most of what I go through feels the same again and again, but in fact when I look back, they were all kind of necessary to get to the end point.

The general point of the experience is more exploratory and puzzle based. The focus will be more on the lose abstractions of the thesis process and the decisions/actions the characters makes, though I think for the most part there will be a fairly linear plot.

My next steps is to hash out the details: making that parallel between the thesis process and an epic journey clearer. Also to figure out details of the plot and storyboard/wireframe the experience with greater detail.
I also don’t want it to be entirely obvious how each loss leads to a gain in the end because I want the user to experience everything falling into place bit by bit, especially at the last one. But maybe that is okay too as the point of it being a game is to encourage resilience to loss.

I am concerned that I won’t find a good enough balance for the comparison I am trying to draw.
I’m also worried that I can’t deliver a strong feeling of growth, but I think if I keep the experience true to my experience, it will come closer to it than I think.

Download (PDF, 316.27KB)


An intro to APP.

The Soul of an Old Machine Response

I actually had a little trouble following the logistics of what had happened with the genomes. As far as my understanding goes, there is now a complete genomic sequence for the Neanderthal, and by comparing it to the sequences of people around the world, we can trace our lineage back in time. But I have trouble understanding exactly how they deduce what portions survive and how.

And with rising controversy in uncracking the code to genetic superiority (who has greater intelligence and what not) does leave me feeling both unsettled and curious. I’m curious to see how different we actually are at a genetic level. The idea that some of us may hear differently from others is fascinating, but makes me wonder what new kinds of racism will arise.

I’m not entirely sure how to respond to the reading as it was pretty much informational. But reading the pdf reading was interesting as there is some issue overlap in my Wildlife Observation Tools class. A huge problem with tracking animals is finding a reliable and long-lasting power source. Add on too many gizmos and the battery is drained. Because these devices are usually strapped onto a monkey they also have to unobtrusive,not to mention durable, and still inexpensive. But many of these creative everyday and conceptual solutions to non-battery powered devices makes me wonder if say a monkey’s radio collar could contain a similar mechanism as a watch wind up maybe in combination with thermal energy. I’m not sure if even that is sufficient. The technologies strapped on a an animal need to be able to send out a digital signal, which draws much more power than a watch does. Either way my understanding from both these classes is enhancing the other.

Round 2 is the ultimate game-changer. 3-D or 2-D, multi-level or single player. Xbox/Windows, Mobile or Web. Depending on the Game Design track you are competing in, the structure of your team’s Round 2 game is entirely up to you. But the goal all comes back to one thing: use technology to help solve the toughest problems. Create a game that’s accessible for folks with disabilities. Or help children learn about the environment. The Game Design competition definitely makes changing the world a little more fun.

If files are missing it’s because it may take some time for me to repost old entries…

if I can even remember them all.

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