If I could summarize my problems with The Assignment, it would be that the player's time isn't valued.
The writing is fantastic in some places--there are some good lines that not only succeed in provoking feelings or thought, but also foreshadow how the MC is going to be challenged/changed later. However, after my 10th class, I realized that *every* line is trying to be that line, and every teacher comes across as the same melodramatic character, and the writing started to have a reverse effect--instead of hooking me any deeper into the story, I started to roll my eyes at how pretentious it all felt.
It also takes too damned long to get through the tutorial/introductions. Instead of having 2 weeks of nothing but classes to introduce the professors, subjects, and the peers, there should be beats of interaction, conflict--*something* to mix it up a bit and give the reader a treat while they're slogging through back-to-back introductions. As it is, the pacing asks for too much patience.
Finally, from a mechanical standpoint, The Assignment commits almost every cardinal sin of bad UX:
The one thing that ALMOST redeems the clicking-hell that is The Assignment is a very handy UI at the top of the screen that will snap you to certain places if you have a task there. That was a great idea. Unfortunately, it's not enough of a quality of life boost for me to keep up with the other pacing issues.
The writing is fantastic in some places--there are some good lines that not only succeed in provoking feelings or thought, but also foreshadow how the MC is going to be challenged/changed later. However, after my 10th class, I realized that *every* line is trying to be that line, and every teacher comes across as the same melodramatic character, and the writing started to have a reverse effect--instead of hooking me any deeper into the story, I started to roll my eyes at how pretentious it all felt.
It also takes too damned long to get through the tutorial/introductions. Instead of having 2 weeks of nothing but classes to introduce the professors, subjects, and the peers, there should be beats of interaction, conflict--*something* to mix it up a bit and give the reader a treat while they're slogging through back-to-back introductions. As it is, the pacing asks for too much patience.
Finally, from a mechanical standpoint, The Assignment commits almost every cardinal sin of bad UX:
- You have to navigate to different locations via a series of clicks (i.e. Go to your dorm > Go to your bathroom > Take a shower > Go back to your dorm > Go to sleep)
- You need to manage resources daily (hunger, hygiene, energy, etc.) for seemingly no purpose other than to have something to manage.
- There's a wardrobe system (to be fair, I didn't encounter any "you can't do x while dressed with y" restrictions, but I didn't make it very far).
- A job... "minigame?" that has to be repeated every time you do a shift.
- A sandbox without any prompts/quests, leaving you to wonder if there's actually content you could be pursuing, or if the game really is just "go to class, repeat the same 20 clicks of navigation and resource management, sleep, repeat."
The one thing that ALMOST redeems the clicking-hell that is The Assignment is a very handy UI at the top of the screen that will snap you to certain places if you have a task there. That was a great idea. Unfortunately, it's not enough of a quality of life boost for me to keep up with the other pacing issues.