Wednesday, June 1, 2011

Reflections on Gaming Presentation

The first of two things that I don't think our group got across quite as well as we wanted was the plot line of our individual game.  Honestly, our group never got to meet up as a whole so I think our individual ideas of the plot line weren't all developed and what was developed in each of our minds was a little bit different from each other.  So when we tried to explain it I don't think the audience could really grasp what we weren't quite grasping ourselves.   We definitely should have spent more time with that, and developed a better way to explain it.  Another thing we didn't get across is excitement to play the game.  Once again due to a lack of organization and meeting I think that we didn't really were able to sell the idea as something that exciting.  Our presentation was too much of stating facts about the game, and not enough salesmanship.  Something that I think we did well is explain the technicalities like rules and mechanics, because the concept of our game was pretty simple to explain and there are enough games that are similar and well-known enough to make comparisons to.

Goals were fairly easy to explain, and I think that is because it is kind of the most important part of any game.  If there aren't any goals then there isn't really a game.  And for this reason I think that our group and every other group had to thoroughly understand their own goals and in doing so it was not too hard to explain them to the audience.
Mechanics was a topic easily covered in our presentation because the mechanics of an escape the room game is as simple as clicking on the screen.  So we did not have trouble explaining that, however I think that mechanics in general have potential to be difficult to explain.  For example if you were trying to verbally explain the mechanics of an average console game like The Legend of Zelda without actually playing it, the audience would probably not grasp the concept so easily because of the various controls used.
Objectives were fairly difficult to convey to the audience, because once again we were a bit unsure of the specifics of the plot line ourselves.  We had a vague idea of the individual requirements to escape the room, but not weel enough to properly convey them to the audience.
Rules were a mix of hard and easy to explain.  Since there aren't really rules per say it was easy to say "there aren't really rules," but that statement in itself could have been confusing for the audience because most games do have rules.

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