Tuesday, May 31, 2011

Game Design Assessment

I thought my group's game design presentation went well overall. Our biggest strength was our objectives and goals for each character for Level 1. The objectives were very specific and laid out clearly so that the audience understood exactly what the player must do to complete the level. For example, the objective for Finnigan was to help his neighbor William find his kilt, while Sinastra's was to destroy William's kilt. The goals were well thought out and creative, too. They were specifically tailored to each character. As the hero, Finnigan had to collect "good" items such as bagpipes, while Sinastra had to collect "evil" items like poison and ropes. Another strength was the in-game sounds. The interface and background music was very fitting to a Scottish game.


Our biggest weakness was probably the game rules. They were a bit vague and could have been more specific. The wording of some of the rules may have confused the audience. Rule # 6, which stated, "if lives run out, the player returns to the last fully completed level with 5 new lives" may have needed further explanation. We could have said what causes a player to die, and how to avoid that. Another weakness was our mechanics. We should have thought more about the placement of the keys on the keyboard because some of the keys we assigned actions to may be hard to reach if pressing multiple keys at once.

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