The final (well, the last one that isn’t the logbook) submission for Critical Analysis is right around the corner, and I have the feedback from both the presentation and the research board. With that in mind I wanted to write up some sort of guidelines for my essay, based on what I want to write about and what was missing from my previous projects.
With the deadline for submitting the research board getting closer and closer, it’s time to get some basic designs done, so I only have to worry about filling it in with content.
I’ve been reading “The Ultimate Guide to Video Game Writing and Design” by Flint Dille and John Zuur Platten, which I borrowed from the library. Mostly because this one has the shortest loan time so I have to get through this one first. From what I’ve read so far, I don’t 100% agree with everything the book says, but for the most part it is a helpful and interesting resource. I’ll just use this post as a place to gather some quotes I could use later.
I picked up this game called SOMA during the Halloween Steam sale, because it was cheap and I’ve heard really good things about it from both friends and critics. I’m gonna write about it now because it does some interesting stuff!
Alright, time to figure out exactly what I want to make the research board about. I’ll write down some examples I was thinking of using, and then find something that connects them. This is just going to be a messy list with a conclusion at the end.
It’s now been almost two weeks since the first Critical Analysis session, and I don’t feel like I’ve done enough work. Scratch that, I definitely needed to do more with my time. But I had no idea what to do, how to begin, and was in general nervous that I will somehow pick something not related to the course and I will be ridiculed for it (I know that’s a stupid thing to be worried about, but old habits die hard). It also didn’t help that I managed to myself in a corner by the end of the first meeting. The