I think that the biggest weakness in our gaming presentation was presenting it in a way that would convince a potential executive to buy our game and sell it. I think that as younger people, we tried to present our game in a way that would entice younger gamers, not necessarily in a way that would convince executives that young gamers would buy our product. I don’t think we pushed the originality of our game hard enough, both in terms of the storyline and the gameplay. We could have explained more that there is a noticeable gap in the styles of “flight simulators” and “first person shooters.” In flying games, which our game is, the game play can often become boring due to the singularity of the player. There is more excitement in first person shooters because you are interacting with, fighting with, and fighting against other characters. We would strive to make our flight simulator more exciting by including more “characters” (ships) to fight with and against and utilizing the apocalyptic nature of the plot to instill a sense of urgency in the player.
I think the strongest point in our game was our storyline. The player is not engaging in a “campaign” and the actions taken by the player are simply to ensure the survival of humanity after the destruction of Earth. This is a depressing thought, but one which makes the player’s decisions more urgent in the world of the game.
I would think that goals are the most difficult concept to discuss with others, simply because not everyone has the same goals. Goals are not necessary to the winning of the game, unlike objectives, and so people may have an interest in accomplishing goals that are different than their friends.
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