How much would you sacrifice to make your aspirations possible? How important is your comfort? As we grow older, there’s a growing sense of wanting more from life. For Trishna (right), she wants to go to college to fulfill her dreams and become independently successful, well, along with John (left), yet part of that means leaving her retiring service dog Pollyanna (center) and family at home. How might that answer be addressed in “The Story?”
How did this happen? Is there a correlation between my childhood raised secondarily by videogames and my reality where much of it involves tempering my overexposure to reality to avoid finding myself in a drunken stupor? I doubt the hours I spent playing games like Mario, Final Fantasy, or EarthBound caused this. Encouraged an addictive framework? Perhaps. Spend another 10 minutes to level up, throw yourself to the mercy of inebriation, only to rinse and repeat?
In ten years, I would like a job I don’t completely hate. I’ll accept a little bit of animosity when it comes to some minor things: waking up early to do certain tasks, writing about stuff I’m not completely passionate about, and working for others is fine. Just as long as everything is reasonable. So here’s a list of five things I’d like, more than anything, at the start of my 20th year of employment:
The photograph below shows the back cover of a gaming laptop. The cover is filled with stickers including ones from a recently-reviewed Year of the Cobra concert. The laptop is on a reflective marble table. The background shows a hand using a smartphone. In the foreground are two LEGO minifigs. These minifigs represent the main characters of “The Story:” Trishna (in wheelchair) and John. This week’s brainstorming update explores videogame accessibility both real and fictional.
Spoiler Warning Scale: Minor (game?! development)
WANNA READ ABOUT VIDEOGAMES WITH IMPAIRMENTS IN MIND? KEEP ON READING!
My alarm would go off. Rather than go back to sleep, I’d jump on the computer to run through my Shonen Idle Z timers. I beat the game after 5 months of letting the idle game run in the background for nearly 1,000 hours. It’s a pretty game in a low-impact, somewhat trivial, genre. Doesn’t that mean it’s functionally useless and valueless? Why not play a more rewarding game? It can teach one big lesson about motivation.
Mechanics Rating: ★★★☆☆ [3/5]
Discipline potential: ★★★★☆ [4/5]
WANNA LEARN ABOUT SOME INCIDENTAL MOTIVATION? KEEP ON READING!
The premise is clear within thirty seconds of the trailer for Else Heart.Break(): you’re gonna program some cool stuff! Subtly learning basic programming while modifying a future retro game world? Groovy! Within seven hours of gameplay, however, the execution failed to deliver even a hint of premise, which is unfortunate because with some modification this could have been a great edutainment videogame. This was most “programming” I was able to do:
Are you sure? y/n what?
OK, can’t blame you.