Friday, June 3, 2011

Reflection on "OU Drunken Dash" Game Presentation

Although I think that our game was pretty simple and easy for the audience to understand, I would have to say that the most difficult point for our group to convey was anything involving how the game would actually be played (mainly mechanics). We mentioned that it would be an online game and that it would have a top-down view, but we really didn't go into much detail other than that. I think that we definitely could have used some pictures to demonstrate what we meant more clearly. I also think that the rules were a little fuzzy, for the fact that they really only outlined the basics of the game. More specifically, I mean that we could have gone into more detail about the obstacles that the player would face and restraints such as time limits, as well as what other levels would be like. I think that the main reason we did not get as detailed as we could have was simply because of the limited time we had to produce this game design in. I think that if we had more time to prepare, we would have come up with a more detailed presentation. I would therefore say that our weak point was a lack of visual aids and demonstrations. Our strong point, on the other hand, was our ability to convey the fact that this was a humorous game. We included funny parts, such as “fun for the whole family” into our game, even though it was about a drunk guy escaping the police. We made the power ups and special items consist of more beer, which is ironic since the character is supposed to be escaping the police because he is already drunk, and drinking even more would only make his situation worse in real life. We made the audience laugh a couple of times, so I would say that we achieved our overall goal. Finally, I would say that the most difficult concept to discuss with the audience would once again be the mechanics. This is because it is difficult to explain how a game is played, what it would look like and to convey the overall tone of the game without actually showing the audience the game and letting them try it for themselves. We obviously did not have the resources to actually make the game, so we (like the other groups) had to do the best job we could to simply explain it. 

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