Hey there, My name Dylixon Lo.I grew up in Taiwan and moved to Guam when I was 13, then Hawaii 3 years later. I attended my first 2 years of high school at St. John's School in Guam, and finished the rest of my years at Kalani High School. Originally, I was going to go to the mainland for college but ultimately decided to stay in Hawaii. I was at KCC before I transferred over to UHWO. If I were to be an artist's tool, I would be the canvas. I'm always a work in progress and I think the canvas portrays that perfectly. Always adding new things here and there, a display of progress and process. There is no such thing as a perfect canvas or any limitations as to what it can be, just a medium that allows an artist to create and display everything that's involved in creating. And I am my own display of my creations and progress.
This study examines at how fourth-wall-breaking strategies in narrative games improve player involvement using three approaches: gameplay reflection (Undertale), meta-narrative (The Stanley Parable), and direct address (Doki Doki Literature Club!). Combining textual analysis with player reaction data, the research discloses these tools' ability to deepen immersion while risking narrative disruption. The findings show crucial design considerations for balancing originality and coherence, providing practical insights for game creators and students of interactive storytelling.
The concept of creativity has come a long way. The Old Greeks would call those creative forces muses, other religions referred to them as God. Today people still mostly treat creativity as an aha moment outside the area of influence. However, just by looking at the creative process one can tell, that creativity and creative work is more than just that one "Aha-Moment" (insight). It is clear that generating ideas demands planning and preparation, identifying something of interest like a problem, an opportunity or a challenge, doing research. This then leads to thinking of a solution, allowing time to incubate and iterations before arriving at something “complete.” Students learn that hard work is what makes their ideas come to life and sticktuiveness is what helps them get better.
Mia blurred the line between fiction and reality with an original ARG website that invited players into a story that knew they were watching. 🕵️♀️🖥️ Inspired by her research on fourth-wall-breaking in narrative games like Undertale, The Stanley Parable, and Doki Doki Literature Club!, Mia tested whether these techniques could truly heighten immersion—or risk pulling players out of the experience. Her interactive project not only engaged audiences in real-time but served as a live experiment in narrative design, challenging viewers to question their role in the story.
The wall is down. Go and check out for yourself!