Okay, so as I alluded to in my most recent progress report, this post aims to clear up why Enchanted Assemblages has been re-amped and given new direction.
But, to recap once more: Enchanted Assemblages is a click-adventure adaptation of the classic medieval text Sir Gawain and the Green Knight. This click adventure is reminiscent of those ‘Choose Your Own Adventure’ stories from yesteryear, except, that this adaptation comes with many images to illustrate your journey; additionally, whereas those previous sort of adventure stories did not intend to teach you anything, the point of my own undertaking is to impart the player with an amateurish ability to interpret with critical theory.
Indeed, my game places a premium on the player learning the basics of critical theory and being able to apply those tenants to a wide variety of situations. The game has both a main story based off of the source material, but it also has additional points of questing which act as short-story like introductions to various critical theoretical lenses; later, I will explain this more in detail, but for now, let’s just leave it at this—my game will be a cross between ‘adventurous fun’ and ‘academic’.
But to get back to the main question at hand.
Yes, I decided to re-amp my game. Why is because after much consideration I realized that I just wasn’t having it; the material I had created and the plot I had imagined, simply was too overbearing for my skills and resources—in short, though what I imagined I did enjoy, from the lore to the re-imagined world and artifacts, I came to the understanding that I could not artistically render the world in a way which was both satisfying as well as coherent to a newcomer learning critical theory for the first time.
The collision of both realizations (my lack of skill and incoherence in the narrative leading to deficient pedagogical applications) caused me to re-orient this project on to a different, more practical footing. Hence, my decision to utilize a pseudo-medieval fantasy world.
As conventional as such a setting is, since there will be optional quests set in this world which are based off of my own imagination, I hope that the archetypical qualities of this land will be modulated some by my original inclusions. This way, the player will be in a familiar setting (medieval proto-Europe) yet in a (hopefully) fantastical enough rendition of it to engage the world on its own terms. The ultimate hope being that after learning the game’s theory they take what they learnt and apply it outside of the game; maybe, perhaps, even deciding to follow up on any of the numerous critical theoretical texts which I cite in the game’s eventual bibliography.
Because of this decision, a great deal of my previous posts on this subject are now mute. As such, I will be working double time to catch up on this project. Needless to say, it is guaranteed that all following posts on this matter will be representative of the final incarnation of this project; one false start is not bad, but two would, obviously, be impermissible as it would delay my project’s presentation. Besides, there comes a moment where you have to stop second-guessing yourself and overthinking things and just get stuff done. For me, that time has come. So please, won’t you join me as I extrapolate my thoughts and form—brick by brick—a delightful fantasy world for you to tromp around in?