Friday, March 11, 2011

9A: Video Game Presentation Critique (The Good, The Bad, The Terrible, And the Hilarious.)

While I feel that our video game presentation went over well, I do think that there were a few things that didn't come across too well.  The first thing that didn't come across that well is how we expressed our delimiter in terms of gameplay.  I feel that we didn't really give a good indication how the trinkets would work as a delimiter itself in order to balance some of the gameplay.  The trinkets themselves were kind of difficult to describe, but what we should have really focused on was how much they affect gameplay.  I think the best way to describe the trinkets would have been to describe how the trinkets improved as you increased your luck attribute.

The next thing that I think we struggled to explain was the concept of our attributes.  Albeit, it is difficult to describe some these attributes when all six of them were synonyms of each other, but we could have done a bit better job describing how they affect you in game.  For example, we could have described a bit more in detail how karma could affect conversations with other people.  

With all of this being said, I do feel that the most difficult thing to discuss to the class is how to explain the rules of the game.  The rules are how all of the internal organization of the game provides context and structure for the game, such as how we utilized the attributes in combination with the trinkets in order to create a certain amount of depth for the game.  Trying to fully explain how the rules all mesh together in order to make the game can be difficult because in a lot of ways we are still developing the rules as we think of them.  I do feel that in a lot of ways, certain rules are set as ground work for the rest of the game while other rules are implemented as time progress' in order balance certain subjects of the game.  In a lot of ways, I do feel that making a game more of a continual process rather than something that is completely planned, down to the last detail.  Much like all media, we still have changes that we make while we make games, and trying to get all of the rules together is difficult to do when you are just starting.  

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