Semester Reflection

Hi again blog fans!  For today’s post I just wanted to reflect on my game and this class a little bit, since things are wrapping up for the semester.

Overall, this has been a pretty great class.  It definitely forced me to think about some interesting issues, and I only wish we had been able to complete it in person.  I will say I wasn’t super loving the group project aspect since not all group members I worked with wanted to actually contribute, but I still enjoyed the in-class time.

Probably the thing that surprised me the most was how little I had really thought about game mechanics and their purposes before, and how complex they actually are.  There’s so much behind the intent and purpose of games and as a person who generally does little reflecting in general, that was cool to learn about.

For this project, then, I’m happy we spent the time at home working on this.  I think it made the most of our time off campus, and I personally really love my game.  It’s simple, it plays well (in approximately 20 minutes), and it appeals to a wide variety of audiences.  It’s not the most ground-breaking thing you’ll ever play, and it’s ugly, but it’s all mine and I’m proud of it.

In the future, I sort of doubt it’ll go anywhere or ever see the light of day outside of my house, but it was fun to create and I’m happy knowing at least my mom and brother enjoyed playing it with me.  I think they were unhappy that I beat them at it every time for the first 6 games or so, but what can ya do about it?

So, overall, I’m glad I was in this class and I’m feeling confident about my work done for the semester.  I produced a kickin game, made a bunch of these blog posts to share it with you all, and hopefully helped at least a little bit with feedback on other people’s games as well.  And with that, bye for good blog fans.  See you in the fall maybe!

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One thought on “Semester Reflection

  1. I’m glad you’re as proud of your game as you are. Coming out the other end of my own project, I felt a tinge of dissatisfaction with a few of the elements. The game still functioned well nonetheless, but I suppose my brain was bigger than my hands could make, eh? I think that the biggest stepping stone in getting people around me to play it was the complexity. No one likes reading manuals, but once you get the rules, it’s a lot of fun.

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