The game uses rooms in a very interesting way. Multiple arrows point the player towards coins and the exit but the message that greed is not good is reiterated. The game uses both arrows as well as a distinct pattern for the exit tiles. The exits are clearly marked for the players in the starting rooms and in the ending room it becomes quickly obvious that the player is trapped in the maze. The rooms all have one way exits which leads the game’s story in a linear fashion as intended by the designer. I believe the game could have also had multiple areas and ways to go between the rooms and it would have fit the theme. The game being linear fits the design choice of the dialogue about greed being different each time. The transitions between rooms is rather mysterious in maise. Since you get teleported to a new area, it is impossible to tell where the new room is and whether time has passed or not. This mysterious transition adds to the feeling of confusion that is created when the arrows point in the direction where coins are present but the conflicting messages about greed show up. The game’s ending leading to failure makes you feel trapped in a confusingly large space as this maze seems to be large. The starting message about staying away from corn is oddly threatening as the game’s room design attracts players towards the corn and coins and would be an interesting thing to analyze as part of text or dialogue.
Prompt 3: Maise is an excellent candidate for an analysis on room design, as that is the main structure of the game itself. The rooms of the game are designed as a mazes that the player has to navigate through to progress through the game. The game does a great job of marking room exits as it takes advantage of its vivid color selection to make checkboard exits that stand out on the screen. Arrows are additionally used to mark the exits of the rooms. This makes it obvious to the player what the goal is of the maze. The transition between rooms is somewhat mysterious as you seemingly teleport to another maze, but I believe this is part of what shapes the mysterious nature of this game. The way the rooms are designed tempts the player to pick up the coins. There are even arrows pointing towards coins, this tempts the player to pick them up. As the player progresses it becomes obvious that greed is bad, and they should refrain from taking too many coins. The room design is leveraged to challenge the player to fight their greed. The exits of the room are all one way, so the player can not return to previous maze rooms once they have progressed to the next. This keeps the game progressing in a linear fashion. The goal of the game seems to be to stay away from the corn, so it makes sense that the room design would tempt the player to do exactly that.
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The game uses rooms in a very interesting way. Multiple arrows point the player towards coins and the exit but the message that greed is not good is reiterated. The game uses both arrows as well as a distinct pattern for the exit tiles. The exits are clearly marked for the players in the starting rooms and in the ending room it becomes quickly obvious that the player is trapped in the maze. The rooms all have one way exits which leads the game’s story in a linear fashion as intended by the designer. I believe the game could have also had multiple areas and ways to go between the rooms and it would have fit the theme. The game being linear fits the design choice of the dialogue about greed being different each time. The transitions between rooms is rather mysterious in maise. Since you get teleported to a new area, it is impossible to tell where the new room is and whether time has passed or not. This mysterious transition adds to the feeling of confusion that is created when the arrows point in the direction where coins are present but the conflicting messages about greed show up. The game’s ending leading to failure makes you feel trapped in a confusingly large space as this maze seems to be large. The starting message about staying away from corn is oddly threatening as the game’s room design attracts players towards the corn and coins and would be an interesting thing to analyze as part of text or dialogue.
Prompt 3: Maise is an excellent candidate for an analysis on room design, as that is the main structure of the game itself. The rooms of the game are designed as a mazes that the player has to navigate through to progress through the game. The game does a great job of marking room exits as it takes advantage of its vivid color selection to make checkboard exits that stand out on the screen. Arrows are additionally used to mark the exits of the rooms. This makes it obvious to the player what the goal is of the maze. The transition between rooms is somewhat mysterious as you seemingly teleport to another maze, but I believe this is part of what shapes the mysterious nature of this game. The way the rooms are designed tempts the player to pick up the coins. There are even arrows pointing towards coins, this tempts the player to pick them up. As the player progresses it becomes obvious that greed is bad, and they should refrain from taking too many coins. The room design is leveraged to challenge the player to fight their greed. The exits of the room are all one way, so the player can not return to previous maze rooms once they have progressed to the next. This keeps the game progressing in a linear fashion. The goal of the game seems to be to stay away from the corn, so it makes sense that the room design would tempt the player to do exactly that.