Our group received an 83% on the game design project “O.U. Oh No!” which, honestly, is completely reasonable. As a whole, we were not as prepared as we should have been and we were not very thorough. We understood our game design but we did a poor job explaining our game design to the class. If it was not for the character drawings, we would have had a very boring presentation and the audience would have a general idea of our concept. We should have also made clear who our game design was meant for and what demographic. We failed to mention our game was an online game, played by college students, free, and meant for advertisers to invest in it. As a whole, I think our group needed to explain the RULES and OBJECTIVES of our game to make our presentation stronger and to get our point across.
Objectives:
A major weakness in our presentation was explaining the game’s objectives. Our challenge was putting our ideas into words. More visual references of each level and the map in its entirety would have helped explain our game much better. Although it is difficult to put your ideas in words or an image, being able to do so will separate you from other groups/people and make your creation unconcealed. In order to make our objectives more clear, we should have drawn out each map and we should have drawn a game interface so the audience would be able to grasp our concept in a visual standpoint.
Rules:
Another major weakness our group had during the presentation was explaining the rules. We intended to explain to the audience the procedures and delimiters of the game. Unfortunately, we explained them vaguely and did not provide examples. For procedures, we said the player has three chances to pass each test that comes there way and if the do not, they get caught by the police of knocked out from a fight. What we forgot to mention was how do you encounter these tests. Without including examples, the ill-defined rules added to our generalized game design. We should have said,
“In one level, you will get into a fight. If you manage to lose your balance or get hit a certain amount of times you will get one of your chances taken away. If you happen to fail three times, youwill have to restart the level.”
For delimiters, we should have better explained the restrictions placed on the character. The character is weighted so you have to constantly be using the left and right arrow keys to keep your character walking straight. If he/she falls over you will get a strike and if you get three, you will have to pass the test.
In conclusion, using visuals and in-depth explanations, our group would have been able to make clear of our game design, our group would have earned a better grade, and our group would have been able to explain all aspects of our game design to our audience.
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