The goal of the game is that the user reports and writes a story for a local media company in the city of Medina. The game starts with the editor's briefing, which explains to the user the issue that he needs to report about and reminds him about some core elements of a journalistic practice. The user needs to go around the city to collect the information needed to create a story by selecting different buildings or sites from an overview map of Medina. Each location contains information that can be gathered (such as news paper clips from the library) or has people that can be interviewed. Every once in awhile the editor pops up in a video screen to urge you to finish the story timely or to suggest you to go to a specific place to gather more information.
This game also has a "notebook," but instead of showing the whole transcription of the interviews, it adds a one-line summary of what you got from that source, such as "The cheese was kept on the warehouse after the fire," making the summarizing task of the reporter much easier. However, it also takes out of the equation the reporter's selection process.
At any moment the player can "submit" the story. What happens next is that the system presents a title for the story based on the facts and reporting that you have done. Depending on how strong your reporting was, you get a better title. You also get feedback from your editor assessing your work.
The game does a good job on modeling the reporting tasks of a journalist in order to create a story. The model focuses on the journalist-editor and the interviewer-interviewee relationships, and excises the task of actually write the story. This seems fair, since an important element of the story creation process is the reporting in the street, where someone gets all sorts of information; some of good quality, some misleading, some not accurate, and so forth. This seems important for the player that wants to know how a story is written since it shows the "raw material" that it will use to actually write the story. This is an important perspective commonly unknown (or at least underestimated) by the audience. Stories are written based on this kind of eclectic mix of information. However, it would be great to see the final copy of the story, so the player can make the connection between their reporting experience and the outcome, and not just the title.
Another important choice made by the creators of the game is the use of videos in the interviewing process. In other similar experiences of journalism training games or in some other games in general, the dialogues are presented using text bubbles instead of using sound or video. Using a live actor as your interviewee seems to create a better connection or empathy between the player and the game. It feels more natural and near the real experience of being a reporter. For example, you can detect non-verbal communication such as the tone of voice, their posture, or even how confident or nervous they are while interviewing them. However, this needs a costly and time-consuming production. On the other hand, the Newseum similar experience for kids uses a graphics engine that dynamically creates the interviewees and characters. This could be the right way to create a high empathy interview process with lower production costs.