Just like last week's game night, I worked at the student-made games. Having played all of the games last week, I didn't try as many of them this time around. We still didn't have very many students come over, since the allure of console games like Smash was simply too much for most people to ever bother to check out PC games made by their peers. However, we did have a few students come over. Aside from turning on monitors and clarifying controls, the night was fairly uneventful. I wish that I would have known a bit more about how the games were made so that I could have talked to the students playing a bit more about the pathway. However, I didn't want to distract them from the game, so I don't know how much I would have talked to them even if I did have more useful information.
One thing I was surprised about with this game night was that as far as I know only one person attempted to complete the scavenger hunt that Mr. B set up for them to learn about the pathway. I doubt that anyone else had, because they would have had to get Serach or I to sign off for them playing a student-made game, and only one student asked. I understand that most people come to game night just to play, and aren't really thinking about their pathway (even though that is part of the purpose of game night) but the lack of participation was kind of sad. Students seemed to like the student-made games fairly well. Most people played Alice's Nightmare, but there were also big groups of people playing Nebula 5, as well as Bomb Defuser. This time around, I did play the one game that I hadn't tried before, Push on Your Eyes. While I didn't play it for too long due to difficulty and feeling obligated to not stay on the computer forever, I really liked the general concept of the game. While the graphics were simple, the game play was unique and complex. It's the kind of game I would probably be interested in making: One where you have to pay attention to the little details and search for clues. However, I also liked Alice's Nightmare because of how much of a storyline it had. It might have been because I already knew the basics of the world of Alice in Wonderland, but it felt much more planned out, and wasn't just do something for no reason. This also was because any objective in the game past just getting down the first rabbit-hole was prompted by a character making a request. All of the games were very impressive though, and harder to make than they look. I part of the reason that they are under-appreciated by students is because they have- for the most part- never attempted to make a complete game. Next year, I think finding another way to get students more involved in actually asking about the pathway would be good. Whether this is game design students actively walking up to students and striking up a conversation, or some other incentive to not just sit at Smash the whole time, it would be beneficial for anyone who is interested in the pathway to learn about it. It seemed like security was better for the second game night, so a similar system next year would be good as well. Overall, I think most people had a lot of fun.
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
February 2020
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