Friday, March 11, 2011

Reflection on Gaming Presentation

Our gaming presentation went pretty well I think, but of course, not everything we wanted to convey could be done in our limited lab time.

1) The control mechanism wasn't really explained in enough detail for the audience to understand it completely.  Because the controls are such an integral part to this game, that's a problem.  Basically, the game uses the actual movements of the player to decide how the on-screen character will move.  If the player crouches, their character will crouch.  If the player jumps, their character will jump.  If the player mimics throwing a grenade, their character will throw a grenade.  Running is the only major action not represented in this way; obviously, it would be impossible for a player to run any substantial distance in front of their television, so the running is handled via a joystick on the controller.

2) The importance of realism couldn't be stressed enough during the presentation.  Everything, from the controls to the graphics to the heads-up display, are centered around realism.  The controller you hold is shaped like a real gun.  You control the character through real-life actions.  The graphics are photorealistic. The entire game is designed for you to feel like you are in an actual warzone.  Guided perception elements are highlighted through realistic dialogue or natural lighting, as opposed to artificial arrows or sounds.

I think goals are the hardest concept to get across in a short presentation.  The goals of a game - what a player must accomplish in order to "win" - aren't always explicit.  Many times, what a player must do is hidden within the subtext of a game.  Explaining such a goal would either be tedious and longwinded, or it would spoil a special moment of the game that the player should experience for themselves.  Explaining goals as an outside entity often ruins the "magic" of what makes a good game special.

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