We just got finished with dry run presentations today.
This past week we've been working to get our game working, and its surprising how accelerated game development becomes when youre familiar with the language. I'm not terribly excited to move on to another language because I finally feel like I'm understanding MOAI, but having a language with *any* documentation should be a lot better. Starting over from square one with a new language won't be exciting.
AJ presented and everyone ripped his presentation style apart, which I didn't totally agree with. It's true, he could have more eye contact, but I really think that his enthusiasm outshines every other producer that presented. Its the kind of presentation I would have given--with less eye contact.
I'm excited to see what Katie says when she gets here. I think that our game has nailed the demographic game style more than any other game--fun instantly, infinite replayability, and almost mindless control (the kind that you can play in a grocery store line). This should be pretty good.
I don't know if I'm allowed to go onto tangents on this blog, but recently story in games has approached the forefront of my musings. With Laurie's fascination with minecraft and the player-generated stories that crop up and Dad's fabrication of several religions on the private server, I really think that deep, interesting story is the key to making a complex game enjoyable and satisfying. I'll keep thinking about this.
No comments:
Post a Comment