I never expected to be able to take a class, especially at somewhere like Yale, where the teachers told you it's not good if you stop playing League of Legends. Additionally, I came into college thinking my love for video games and in-game narratives would end when I started Yale, that such interests were not viable in the adult world, and eventually the passion for making and creating would fizzle out.
However, I found that the opposite was true after meeting my fellow classmates and professors during this seminar. Though we were a small group, we were each a big inspiration to one another during our own creative journeys. Everyone was incredibly supportive and helpful, which was a big reason why I enjoyed this class as much as I did. It’s hard to come up with an idea that works, but it’s even more difficult to not doubt it to the point of going back to the starting board.
Furthermore, not only was the class supportive, but the in-depth critiques and criticism for each project was insightful and “game-changing”. Looking back at my original drafts for LILY DIED ON A TUESDAY, only the game title and two of the main characters names remained in the final version. Everything else was actually vomit-inducing. If it had not been for Elena, Federico, Sarah, and the other classmate’s feedback, I probably couldn’t even finish 25% of what I originally planned for the game (special thanks to Elena for teaching me that). Which leaves me to say, this class helped me gain a better understanding of what can be realistically done in the amount of time I have. Although I do still want to make the LILY game an RPG, what I’ve done for this class has helped me solidify the story and mechanics.
Though I do feel that we spent a bit too much time on HTML and designing webpages for our bio’s instead of working on the actual game, I’m glad at how much we all got done. For me personally, though I think my narrative/visual abilities are fine for now, my game design skills definitely need work. I tend to forget that a good game is not just good graphics; gameplay is key. Because LILY is, right now, at its core an interactive graphic novel, a focus on the mechanics isn’t as needed. However, I spent a good deal of time going back and forth on certain parts of the story because I realized that some actions that the reader/player can make just don’t make sense. I think I spent almost 4 hours alone of the “Fat Rat” section of the first floor, simply because I didn’t add in another feature beforehand that could have eliminated all the wasted time fixing the bug.
The biggest issue I have with my final result is that there is no color. I wanted to make color a big element in the game, but because I didn’t manage my time as wisely, I wasn’t able to have a colored version for the final presentation. Also, I somewhat regret drawing everything in pixels; I wonder if a regular Photoshop brush would have created a different and more suitable atmosphere for the story. Additionally, it was hard to make certain lines with the pixel brush, leaving me dissatisfied with some images. Another problem would be the sizing of each panel throughout the game. I wish I had made it one consistent size, simply to make it easier for me when coding in Twine.
Overall, however, I’m happy with how LILY DIED ON A TUESDAY ended up. I believe it’s a story that will make you question your actions, and make you connect with the various characters. It’s definitely something I want to continue working on in the future; this seminar has been the first step to making it into something I’m truly proud of.