I created a game that tells the story of a girl named Nancy, who faces danger in the forest. Her journey is filled with different characters, situations, and choices. However, regardless of her decisions, she ultimately succeeds in escaping the depths of the forest. I intentionally maintained the same ending, where she triumphs. This is not a coincidence but a reflection of my beliefs as a religious creator who deeply embraces the concept of "destiny."

In my creation, Nancy is not just a fictional character; she symbolizes the journey that each of us undertakes in life. Her adventures are fraught with challenges and uncertainties, mirroring the real-life obstacles we encounter. Her choices represent the decisions we make at life's crossroads, which can shape our destiny.

Through this game, I hope that players will not only relish an engaging storyline and gameplay experience but also contemplate their own life paths. While we all have our destinies, making choices based on kindness and peace can lead us to a beautiful destination, even if the journey is full of twists and turns.

I had the privilege of learning about interactive creative writing in Professor A.E. Osworth's UBC CRWR 312 001 class. I remember reading "Anxiety Is the Dizziness of Freedom" by Ted Chiang, and how we engaged in an activity to craft storylines from various perspectives. Some students started as scientists, while others adopted different roles. This exercise greatly inspired me and influenced my decision to design my protagonist to encounter the four protagonists from the class and Sandy, experiencing similar events (murder, helicopter, and Nancy witnessing their argument...). I aimed to explore parallel stories or events happening in the background of the narrative. It's akin to a parallel world, where every person you encounter on the street has a unique and wonderful life story, just like yours. Isn't that remarkable?

Additionally, Carse's book "Finite and Infinite Game" has been a significant influence. The author's assertion that "It is impossible to say how long an infinite game has been played, or even can be played" aligns with my perspective on the boundless nature of stories and games. Not only did I craft my character's story to occur simultaneously with the original protagonists' experiences, but I also left the reasons for her presence and the identity of Sandy's assailant open-ended. I aimed to leave room for players to imagine and customize their gaming experience as they see fit.

Furthermore, during one of our lecture's group discussions, my fellow students and I delved into the topic of creating well-rounded characters. We agreed that one key aspect is not making them perfect; everyone has ambitions and opinions, and as writers, we should allow these aspects of our characters to be expressed and developed. This is why I provided options such as "not saving a woman you've just met" in multiple rounds. It adds depth to Nancy's character, making her more relatable and endearing. It also respects players by offering choices that aren't solely kind and pleasant.

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