When I started this course I was into a lot of mainstream games. I had big ideas about game ideas and what I wanted to achieve, and in some ways the course was a massive slap in the face. From the get go the course has turned all my assumptions around and still made it fun, from the moment we threw plastic balls at each other. Doing this course has changed so many perspectives and assumptions I have on games:
Indie games are fun.
I used to balk at the site of games that I didn't know some background on. It would take my boyfriend to play a game I hadn't heard of. But after playing games which are free, or at least not a Lucasarts/Blizzard/Westwood/Bioware creation, I've come to realise that they're a lot of fun! Games like Galcon and World of Goo, and even online and free games such as Home and Missing are games I've come to appreciate, even if I wouldn't play it for hours on end. Doing this course has broadened my appreciation in games for what they represent and the messages the convey.
Game Design is really hard.
From my friend's talks about a Pokemon MMO to vision I have in my head of what I want to do to games I already play. It seemed like making a game was so simple at the start. But when you look at the parts that comprise the bigger picture you realise there's more to it then "fun". It's actually getting there and achieving the intended experience. I didn't realise something as simple as a mod for a game could have a hugely positive or negative impact. Nor that every design element of a game is crucial - story, characters, visuals, audio, gameplay. There's more to game design than what meets the eye and it's something I really want to look into later on.
Game Design is still work.
It's not all fun and games, if you'll pardon the expression. There's actually a lot of technical aspects in game design - and important aspects - that differentiate between an ok game, and a good game. There's still a design process you have to go through. There's still painful group work. You still have to test. You still have to redesign. You still have to justify it. But it means a game can come out of the process as a great game.
Enjoyment comes from the most unexpected things.
It seemed like such a stupid aspect to a game - you have a bunch of triangles, try and get all of the same colour in your space. I didn't really expect the chaos that ensued as a result to be so enjoyable. Some ideas for game mechanics failed, others worked spectacularly, and it made me realise that you don't have to follow a set formula of build a base, make some units and go blow the other player's brains out to have a good time. Not every game needs a lightsaber to be cool.
Fun is no longer part of my vocabulary.
Now that I can see the reasons why I enjoy a game, the word "fun" is such an inadequate word. There's so many other ways of describing the gaming experience that not only conveys the same message but also shows what makes a good design work. It sort of sounds like an English class back in high school, but analysing why I like a game has become much more in depth than how it was before.
Goodbye, Yellow Brick Road.
This course has been great to me and I know to a lot of people. I definitely want to explore other types of games and step up the gaming experience. I'm not the best gamer around, but I've certainly developed a greater appreciate playing and making games. I think above all, though, doing this course has reasserted that I love games, in every shape and form. As for where I'll go... I'm considering doing honours and doing a thesis. I'm not entirely sure. I'm thinking of doing Advanced Graphics next year - who knows? Maybe I'll make a game.