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Prompt 4:

From the beginning of the game, there is a title for players, which is “My name is Alice” and it is confusing. From the first scene, it is hard to tell who Alice is, am I Alice, what happened to Alice, and why it has to enforce that the “name” is Alice. With these questions and starts the game to figure out what happened to me or Alice. The scene is like in a village and there is no sign of what to do first and there is only one NPC with a “love” sign beside the river, it seems like he is missing someone he loves. When the player interacts with that NPC, he is shocked and mentioned that he had never met me before. It looks like that I am a stranger from another place. Maybe it is the first time I arrive here. The information that the first NPC provided is not enough which can only indicate that I am the person who never come to this place before and I am still not sure am I Alice or not. After I enter two houses, NPCs in these houses know Alice and they are waiting or looking for Alice all the time. Combine with all three NPCs, I can indicate that the man beside the river must miss Alice as well, and there are might two possible things that happened. One, I lost my memory and am not sure what my name is, and second is that my appearance changed or people also lost the memory about Alice’s appearance which cause they cannot to recognize me.

The Space in “My Name is Alice?” is organized as an open outdoor forest area as the main space, with different doors to enter within that space. The scenes are organized so that it feels like entering a building takes the player inside that building. The designer even made clever ways to prevent players from walking into entrances that don’t lead to new scenes, like one avatar telling you not to go up the stairs because it leads to his bedroom. There aren’t really wide and narrow parts, just the insides of buildings being smaller scenes because it makes sense for the space inside a small building to be limited. The space seems very continuous. Each scene change takes the player right to where they would logically go from where they exit, like a trigger at a front door takes you inside. There are no large jumps in space that make the map feel discrete. The player can collide with the trees and such in the forest area, and there are cliffs on the bottom and top of the map to prevent movement past them. You are able to move through small rocks and some avatars, but collide with large trees and the lake. Inside the buildings, you collide with any walls as well as any furniture in the room. The triggers are on the doors of the buildings and in a cutout of the cliff at the back. Within these spaces, a mat on the ground where you enter marks the exit, where you can go back to the forest area.