Analysis: This game wasn't really born out of any specific lines, but rather the final act of The Tempest. In that final act, against all odds, everything seems to work out for Prospero in a way that is beneficial for him, from Miranda and Ferdinand getting back together, to Caliban becoming his slave once more, along with everything in between. This got me thinking, what if we as an audience could see what might happen to Prospero if things perhaps hadn't gone his way at all, or landed somewhere in the middle of the two extremes. From this, the idea of the video game was born, where the player would be able to control Prospero's every thought and action, resulting in the player obtaining a deeper understanding of Prospero as presented in the play. As the player would advance through the parts of the play with Prospero in them, with some cut-scenes to establish ideas and characters that might otherwise seem to come out of nowhere, the player would see things exclusively from Prospero's POV and as a result come to better understand him as a character.
When choosing the image, I decided that I wanted to effectively convey the tone of the game, the struggle of the game, and how the island would look like in one image. For inspiration, I turned to Caliban's monologue in Act 3 Scene 2 where he describes the beauty of the island, and it was then I decided it had to be beautiful, mysterious and inviting all at the same time. This image captures all three, and conveys the player's reaction to Prospero all at the same time. Moving from right to left, the player is in the dark concerning Prospero, as reflected by the dark hillside, but as time goes by, the player sees the sun, and comes to understand him more. This sort of intertextual connection between the game and the image really helped me develop the game, as it allowed me to think about if what I wanted to accomplish was feasible to do through one summary, and seeing the intertextual connection I created really helped me cross the finish line, so to speak.