Dive into the real experience of
the greatest night of Quinten Jacobsen’s life; his night with Margo. As you
play this interacting game of chance, sheer luck, and whit you will get the
chance to experience a night to remember similar to the night the characters in
Paper Towns by John Green had. This
hands on game will take you through a wild night based on the cards you draw.
You could end up at 711, a park where you find a dead corpse, Jase’s house, or
you could lose the one thing in the world that means the most to you. Her. The
goal is to get Margo to Sea World but to get there, you must answer mind
twisting riddles, put together clues, and be the ultimate sleuth much like
Quinten in the book.
In the beginning of the book, Margo
and Quentin are nine years old. They go to the park together on a seemingly
normal afternoon only to find a man who had shot himself in the head under a
tree. When they both see the body, Quentin takes a step back while Margo takes
a step forward. This moment defines them as people; Quentin does his best to
stray away from adventure and the mysteries in life while Margo wants to delve
into the unknown and take anything that might come her way. After that day at
the park, Margo and Quinten drift apart and no longer remain friends. As
Quentin states, “We’re not friends, we’re neighbors.” Until nine years later. “And
so May fifth could’ve been any day—until just before midnight, when Margo Roth
Spiegelman slid open my screenless bedroom window for the first time since
telling me to close it nine years before.” That one fateful night Margo wants
to go on an adventure with Quinten. She wants him to be her driver for the
night and also wants him to assist her in getting revenge on all the people who
have wronged her. “‘I have eleven things to do tonight, and at least five of
them involve a getaway man.”” For Margo, this a marvelous adventure. Nothing
out of the ordinary for her. But for Quinten, this is the most rebellious stunt
that he has ever pulled. Before, he has had no reason do anything that might
get him in trouble with his parents let alone arrested. Quinten steals his
mom’s minivan and leaves with Margo, willing to do anything she asks of him. They
make dozens of stops at different stores, multiple people’s houses, with an end
goal of Sea World. This is where you come in. You personally design a night
full of adventure for the two to embark on. You don’t know where you’ll end up
or when but you have to go through a series of traps, riddles, and clues to
discover a new night of fun and NO FELONIES!! In the game, you could possibly
end up buying a giant catfish or maybe something else out of the realm of
anything “normal”. The game allows you to see what Quinten had to go through
that night and the effort he had to put in to figuring everything out about
Margo. Also, if you use the promotion code given when you purchase the game,
you could win a free “MISSING: MARGO ROTH SPIEGELMAN” t-shirt. (Design below)
The Paper Towns game was created to uniquely simulate and recreate the
night that Quinten and Margo had together while adding Margo’s mind to twist it
up a little and make things more interesting. I feel this game will truly allow the fans of this book to experience the night that changed Quinten's life and the way he looked at things. I also think this game will show people who haven't read the book before, how different it is from the other books that John Green has written. I think this game will show that this is not your typical love story or "chick lit" but it also has mystery and adventure and that will help widen the audience to get more people to read it. This game also allows readers to keep the adventure alive even after the book has ended. It could allow them to feel what they felt when they read the book for the first time; anticipation and anxious to see where they'll end up next.


Fun ideas! I like the image you created and included--colorful and has good details and connections with the book. I think that the T-shirt adds a good dimension, too--it gives some more incentive to compete and complete the game.
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