But what have we all learned Basil?

As the first batch of blogging draws to a close, we reflect on the learning I have done in the past four weeks. Unfortunately today I was not able to attend class, so I spent the time pondering the UoW game project. Wholly the most prominent (not to the discreditation of the other aspects) idea I have learned in relation to game creation is the idea of space and place. Michael Nitsche in, Video Game Spaces considers space “a central issue for the study of digital media since the introduction of cyberspace“, and as such the project I am working on has taken Space into account with much consideration. BY utilising the whole campus as a game space, we bring a new frame into the university life. Personally, I believe this space/place idea is one of the most distinguishing factors in game creation. Congruent to these notions of place and space, I have always been a firm believer in the incorporation of current and emerging technologies into a physical game. Over the past few weeks I have tested and analysed several technologies which may be incorporated into my project. Most fittingly, the QR code and Drone filming. Although I mentioned space and place as the most prominent part of game development above, this really is only relevant IF you have a game to begin with has a firmly developed game formula. For instance, the iPhone and Android app, Crossy Road goes on the basis of cross, collect coins, die, repeat.  Although this is a very simple formula, it is quite effective. Coming up and sticking to a basis of a game is quite difficult. Basically, I have learned a lot in the past few weeks, mostly to do with the limitations I need to put on myself when creating ideas for the project… Maybe I’m just too excited.


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