Author Archives: Arif Gasi

Don’t Open The Box

While investigating the death of a local doctor, a brave police officer called Jack Sack uncovers a legend about a supernaturally-cursed, silver box circulating throughout New York. As soon as anyone opens the box, they will find a key. Also, he or she has exactly 31 days left to live. The doomed few appear to be ordinary people during day to day life, but when photographed, they look translucent. After the investigation, Jack decides to head out to the his precinct because that’s where the silver box is locked up. It’s locked up in a precinct because cops couldn’t allow another individual to pass. Jack gets hold of the box, refusing to believe the superstition. As soon as he gets a hold of the box, he opened it without fear. He gets a hold of the big black key inside. When he does this a collage of images flash into his mind: Jack walking down the street and getting shot, an old newspaper headline about a drunk driving accident with Jack dying, an abandoned house that nobody has entered for years. Jack then takes the key inside the box and puts it in his pocket. He heads Home with the box and takes a nap. He then wakes up to strange noises of a little girl laughing. He wakes up and sees a little girl right in front of him (her back facing him). She’s just laughing. Jack attempts to get up, but he can’t feel any part of his body. He can’t get up. At this moment, the girl turns around. She has no eyes. No nose. No ears. Just dark hair and a mouth. She comes close to Jack and says,” 31 days.” She then disappears right in front of his eyes. Jack can move now.

When Jack notices he can’t move parts of his body at times, he realizes that the curse of the silver box is true and calls in his ex-girlfriend, a private detective called Michelle Banks, to help.

Michelle examines the box (after Jack already opened it and took out the key) and willingly submits herself to the curse. She notices a different type of key. Her key is small and white. She finds that the same visions flash before her eyes. She joins the queue for a supernatural death. Michelle leaves Jack’s place and gets in her car. As she’s driving home she stops at a read light. She notices 2 individuals dressed all in black with a poster. They’re crossing the street, but stop right in front of her car. She makes out the letters on the poster. “31 Days.” Michelle can’t move. She can’t give has. She can’t open the door. As soon as the light turns green, the individuals disappear right in front of her eyes and she can drive again.

Jack and Michelle talk it over again over the phone. They talk about their visions. The house. They notice that a house was at the end of both their visions. They notice that it looks familiar. They’ve seen it before. Jack mentions how it looks like the abandoned house 4 miles from his house. They agree to check it out the next morning.

Johnny and Michelle pursue a quest to uncover the meaning of the visions, starting with a search for the house. Will they be able to stop the curse before their time is up?

DON’T OPEN THE BOX – ARIF SAHITI (GAME IDEA)

DON’T OPEN THE BOX

 

While investigating the death of a local doctor, a brave police officer called Jack Sack uncovers a legend about a supernaturally-cursed, silver box circulating throughout New York. As soon as anyone opens the box, they will find a key. Also, he or she has exactly 31 days left to live. The doomed few appear to be ordinary people during day to day life, but when photographed, they look translucent.

Jack gets hold of the box, refusing to believe the superstition. As soon as he gets a hold of the box a collage of images flash into his mind: a group of rats running out of his mouth, an old newspaper headline about a drunk driving accident with Jack dying, an abandoned house that nobody has entered for years. Jack then takes the key inside the box and puts it in his pocket.

When Johnny notices he can’t move parts of his body at times, he realizes that the curse of the silver box is true and calls in his ex-girlfriend, a private detective called Michelle Banks, to help.

Michelle examines the box (after Jack already opened it and took out the key) and willingly submits herself to the curse. She notices a different type of key. She finds that the same visions flash before her eyes. She joins the queue for a supernatural death.

Johnny and Michelle pursue a quest to uncover the meaning of the visions, starting with a search for the house. Will they be able to stop the curse before their time is up?

Hobby – Arif Sahiti

Arif Sahiti

CST1102 ID

Acting

  • Search for role that you are interested in.
  • Contact agent or agency associated with the desired role.
  • Send headshots and resume to the agency.
  • Wait for an email for an audition.
  • Book an audition date and prepare the script that is attached with the email.
  • Dress the part.
  • Head into audition confident.
  • When entering the audition waiting area, make friends. Introduce yourself to other people.
  • When called for your audition it is ok to look at the script, but be sure to be loud and make facial expressions. End with a tight handshake.
  • Wait for your feedback patiently.
  • You will get rejected. Keep your head up and continue to strive for greatness.

Albano – Arif Sahiti

  1. In your own words, explain the difference between a parser interactive fiction game and a choose your path interactive fiction game.

=A parser game is playing is a game that it outlines for you. You play the story and you are following a path, with decisions to motivate a player to stay interactive with simple directions. Choose your path makes you the quarterback of your own game. You get to pick options and you have control of how the game goes. There are more options for you as a player.

  1. Name an example of a parser game.

= Hadean Lands

  1. Name an example of a choose your own path game.

= The Path of Destinies.

  1. Why does she say interactive fiction virtually died out in the mid-1990s?

= A company known as Infocom (created interactive fiction games) was shut down by Activision.

  1. Why does she say poetry is an important element of interactive fiction writing? What example does she use?

= She says this because it shows how writing can bring life. This gives the audience the ability to interact and fill in the blanks. It’s a way of having individuals use their imagination.

  1. Why does she say that ambiguity is not only unavoidable but also necessary?

= You don’t want to overwhelm someone with too much content. Of course, in a game, not all information is provided to you so you must pick up information along the way to put the puzzle pieces together.

  1. What’s important about complicity?

= Keeps players interactive with the game. They have the ownership in deciding how the game turns out. Makes a player satisfied with the results of the game.