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hi guys! Welcome to my awesome project, fandom tycoon. This one took a while (entirely my fault). My motivation for this project was to build on my inquiry of why people leave fandoms, to create an interactive experience in which the player can learn about different reasons why people would leave fandoms, while also (somewhat) experiences the feelings that would come with being a direct collaborator with a fandom as the fandom slowly dies. I learned some more about my inquiry while making the project, but most of all I learned a lot about different aspects of game development (WHICH I DEFINITELY DID NOT HAVE TIME TO DO! ! I SHOULD'NT OF CHOSEN TO DO THIS ! )

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(note on project) I chose to create a game, specifically in the genre of a tycoon/clicker game. The foundation of the project adheres to this genre: you buy upgrades to make more money, until eventually you reach the end. The project also adheres to the conventions of the genre of games by having interactivity, and (hopefully somewhat) enjoyable gameplay. The project, however, also subverts this genre by having you lose control of your tycoon, and eventually ending with your loss.
By using a game as my project, my hope was that it would allow players to more personally feel the feelings of loss of fandom, but more specifically through the lens of the creators of the fandoms themselves. The new conversation I tried to create through this game is on how it must feel if you were one of these creators, with a striving fandom, just to have it fall apart in front of you. I believe that these emotions would be very difficult to portray within an essay, as very rarely if ever do you feel emotionally attached to an essay, but given the recognizable setting of a 'tycoon' game, which puts you in control, it immediately puts emotional stakes onto the player that would be extremely difficult through just text.
I had some difficulty when making this project and trying to portray these emotions, so unfortunately at some points it's almost comically stating these ideas. Given more time (although I was definitely given enough), the game would've tried to portray this slower, but for the sake of keeping the attention of the player its probably better at the length it is.

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