Thursday, March 10, 2011

Video Game

I think one point that probably didn’t come across in the presentation was the fact that we intentionally tried to make a bad video game. We had spent the quarter working so hard on our projects and then doing the powerpoint the morning of the presentation and that really took away from our final project. So for this project our group decided instead of focusing on making a really great product, lets make the presentation as best as we possibly can and see if we can make this product look good. I did feel like our presentation was very strong. We achieved our goal of an epic presentation and that was the main goal, we wanted that to carry our project. We wanted to make something flashy with epic music and use my fast talking, bullshit comments to be the main focus. We achieved that to such an excellent point that we were picked as the best game design group and after we presented, both in the lab and in the class, I received endless comments from people I had never met before who told me they loved the project. I feel like we could have made our project even stronger if we used more videos, trailers and other photoshopped pictures. These things were the main parts of our powerpoint and if we would have been able to use them for every point/slide our presentation would have been a lot stronger. I would personally say that mechanics are the easiest part of a game to determine. I think they are the easiest because in a lot of ways they create themselves by just developing and brainstorming games and mostly because mechanics are something that is typically assumed by the gamer. They expect the joystick to move the player, the left trigger to zoom and the right trigger to shoot. Now this is true for shooter games but a typical game’s default control settings are something a gamer assumes and understands typically before actually playing the game. Also when they determine things like settings, they typically determine other mechanics as well. If they want to make a real world game then the characters will typically follow rules of physics and other real world limitations. If they put their character in space then we assume that the character will float around more unless in either situation if they are given something that allows them to break the assumed mechanics.

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