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While creating our game about friendship, we spent a lot of time revising and refining our first draft to make sure the game was meaningful, engaging, and relatable for all players. One of the first adjustments we started with was modifying our game based on the feedback provided from Dr. Maha. To begin with, we were told that each scenario should have the same pair of friends instead of introducing new characters every time. We actually think that this is a good idea since the flow of the scenarios would be easier to follow and more logical. Therefore, we redesigned the game so that the same two friends appear throughout all the scenarios. Also, what was quite convenient and helpful was that our classmates: Malak and Aman told us that we should also have the same names for each scenario so that it would be easier to follow. Also, Aman mentioned to us that one of the scenarios might be unlikely to happen and he felt like he couldn’t relate or try to put himself in that situation, therefore, we tried to make all scenarios more relatable for all players. Malak also suggested that we should add more options since she felt like the first option was the correct choice and the second option was the incorrect choice, making her forced to choose the first one. 

Another important improvement we focused on was making each scenario flow more smoothly. So, instead of having disconnected events, we reorganized the situations into chronological order so that it would seem more like a story. We believe that this change made the game easier to follow and helped the players stay engaged, since they could see how one event led to another, making it more fun. It also made the consequences of each choice feel more natural, as if the players were helping shape the friendship itself.

In addition, we added much more context to each scenario to avoid confusion and make the situations more clear. We did that by including details about the characters’ feelings, surroundings, and motivations, making each scenario more complete and easier to understand. This actually helps players think more deeply before choosing an option, since they would now have a clearer sense of what the character is feeling, some expected consequences, etc. 

Also, to apply Malak’s suggestion, we decided to add more choices in each scenario, instead of giving two choices that might feel “right vs. wrong,”. This way players will have more options to think about (this also reflects the complexity of real friendships). This would also make the players have more freedom and try different responses, instead of being forced to choose one correct answer. 

Lastly, one of our main goals was that we wanted the game to feel more personal and relatable. So, we tried to re-design our existing scenarios in order to mirror the challenges many people tend to face in their friendships, such as miscommunication, pressure, jealousy, misunderstandings, and support. This way, we hoped players would imagine themselves in the characters’ shoes and feel comfortable responding honestly. Therefore, when people relate to a scenario, they would be more willing to reflect, participate, and learn from the experience.