The role I have in this game is actually very practical and realistic, even if it is taking place in space. As a Space Uber Driver, my character’s existence revolves around the services industry, which is a huge industry in our everyday lives in America. With such an emphasis on being of service, the core mechanic of this game really is to satisfy the customer, even when the customer doesn’t give explicit instructions. The game itself had very little outline, but I think that’s a positive in the grand scheme of things. For example, I had no idea where or what Volcanium was, but a lot of times while working in the services, there is no outline or some list of explicit instructions. The only thing that’s important is to finish the task of satisfying the customer/rider. Going off this same point, I did like how the game changed from a 2D platformer to a scroller style game, sort of emulating the ever-changing challenges that come with working in a service industry job.
In terms of interacting with triggers, one of the interactions I experienced was a level-changing trigger, where the character would exit the space shuttle and enter into a 2D platformer level. In addition, I would imagine that the hazards within the platformers were also triggers, where the level would reset itself. However, there were also plenty of walls I ran into while making my way through the platformer levels, which made the levels more challenging and more rewarding once the level was finished.
Prompt 1: Describe how the shape of the space influences the feeling of play.
Aidan and Zoey's game "Space Uber" follows the story of a spaceman who is hired to deliver a rabbit to a planet far away. The entrance to space is in a little space ship. When the player goes from the ground to space, there is a clear contrast in the look and layout. In the on-ground space, it is a light area with a lot of trees. In space, it is a dark area with a lot of circular globes with different colors of the planets that one can visit. There are different miscellaneously shaped asteroids that the player can run into. When there is a collision with the asteroid, the entire screen glows red and yellow and the spaceship resets in the space it just was. These shapes and collisions make it feel as though the ship was damaged. It feels very real world because you go through this space travel experience with getting on a plane and then going into space. The one thing which feels a little fantastical is getting the rabbit from earth into space. I don't believe that our society has gotten animals into space yet. Then, another entrance comes from the actual planets in space. By hovering over them, the game transitions to the player being put on this planet. The planet I encountered in my game was tan and it made me think of a desert planet. Through the entrances and exits of the spaceship and planets, it felt like a space adventure that I was embarking on. The spherical shapes of the planets helped make this journey even more adventurous.
Personally, the most memorable moment in the game is seeing the bunny as the first customer. It almost feels like this scene is a branching story from my Phil’s game series hahahaha. I actually told my friend about my experience with this game when I was playing it. I told them the same thing about the bunny, and how interesting this game is. One thing I remembered telling them was as a “uber driver”, the player is able to travel between planets to see distinct planet landscapes while meeting new customers. In the game, I believe my movements/choices matter because customers have their destinations in mind, and I need to get them to their destinations as a player. One time I tried to take the bunny to the muddy planet, but it takes me to a blank screen. So I figured maybe I need to get the customer to the correct destination. Also, the avatar needs to go through the cave-looking structure on the volcano planet to meet the next customer. My actions matter in this scenario because I need to get the avatar through the puzzle. In my opinion, the designers can’t plan how the player can explore the map. For example, when I was in the scene where there are four planets and some meteorites, I had to get around the meteorites to land safely on the destined planet. The designers can’t predict which route or how the player can avoid the meteorites, and they also somewhat can’t predict which planet the player decides to land on (some might land on a planet different than the destinated planet). One thing that surprise me when I was playing is how to get through the volcano puzzle. It looks easier than it actually is. I believe the narrow space and the fast-moving pace are making it harder, but it is a fun level to experience with.
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Prompt 2
The role I have in this game is actually very practical and realistic, even if it is taking place in space. As a Space Uber Driver, my character’s existence revolves around the services industry, which is a huge industry in our everyday lives in America. With such an emphasis on being of service, the core mechanic of this game really is to satisfy the customer, even when the customer doesn’t give explicit instructions. The game itself had very little outline, but I think that’s a positive in the grand scheme of things. For example, I had no idea where or what Volcanium was, but a lot of times while working in the services, there is no outline or some list of explicit instructions. The only thing that’s important is to finish the task of satisfying the customer/rider. Going off this same point, I did like how the game changed from a 2D platformer to a scroller style game, sort of emulating the ever-changing challenges that come with working in a service industry job.
In terms of interacting with triggers, one of the interactions I experienced was a level-changing trigger, where the character would exit the space shuttle and enter into a 2D platformer level. In addition, I would imagine that the hazards within the platformers were also triggers, where the level would reset itself. However, there were also plenty of walls I ran into while making my way through the platformer levels, which made the levels more challenging and more rewarding once the level was finished.
Prompt 1: Describe how the shape of the space influences the feeling of play.
Aidan and Zoey's game "Space Uber" follows the story of a spaceman who is hired to deliver a rabbit to a planet far away. The entrance to space is in a little space ship. When the player goes from the ground to space, there is a clear contrast in the look and layout. In the on-ground space, it is a light area with a lot of trees. In space, it is a dark area with a lot of circular globes with different colors of the planets that one can visit. There are different miscellaneously shaped asteroids that the player can run into. When there is a collision with the asteroid, the entire screen glows red and yellow and the spaceship resets in the space it just was. These shapes and collisions make it feel as though the ship was damaged. It feels very real world because you go through this space travel experience with getting on a plane and then going into space. The one thing which feels a little fantastical is getting the rabbit from earth into space. I don't believe that our society has gotten animals into space yet. Then, another entrance comes from the actual planets in space. By hovering over them, the game transitions to the player being put on this planet. The planet I encountered in my game was tan and it made me think of a desert planet. Through the entrances and exits of the spaceship and planets, it felt like a space adventure that I was embarking on. The spherical shapes of the planets helped make this journey even more adventurous.
Prompt 5:
Personally, the most memorable moment in the game is seeing the bunny as the first customer. It almost feels like this scene is a branching story from my Phil’s game series hahahaha. I actually told my friend about my experience with this game when I was playing it. I told them the same thing about the bunny, and how interesting this game is. One thing I remembered telling them was as a “uber driver”, the player is able to travel between planets to see distinct planet landscapes while meeting new customers. In the game, I believe my movements/choices matter because customers have their destinations in mind, and I need to get them to their destinations as a player. One time I tried to take the bunny to the muddy planet, but it takes me to a blank screen. So I figured maybe I need to get the customer to the correct destination. Also, the avatar needs to go through the cave-looking structure on the volcano planet to meet the next customer. My actions matter in this scenario because I need to get the avatar through the puzzle. In my opinion, the designers can’t plan how the player can explore the map. For example, when I was in the scene where there are four planets and some meteorites, I had to get around the meteorites to land safely on the destined planet. The designers can’t predict which route or how the player can avoid the meteorites, and they also somewhat can’t predict which planet the player decides to land on (some might land on a planet different than the destinated planet). One thing that surprise me when I was playing is how to get through the volcano puzzle. It looks easier than it actually is. I believe the narrow space and the fast-moving pace are making it harder, but it is a fun level to experience with.