Personal thoughts:
- Stumbled at first but got slightly better later. Likely due to trying to make sure I was clear enough. This surprised me as not only do I have a long drama background, but I also rehearsed it before the start of the session. I cannot put it down to nerves as I wasn't nervous at all, however I was still unsure on how the group would react and therefore feared that they may of criticised it and/or not taken it seriously as in my previous course.
- I had imagined I would be able to present my work with no difficulties. And whereas the enthusiasm was there my words were not. For next time I may use a similar method to the safety net by using cue cards with notes or my words on them. That way I don't always end up looking down at my sheet of paper like I was forced to do for this presentation.
- People liked it and didn't complain or contradict our work.
- Someone recommended that we could have used in our category Gender Confusion the Golum from Dragon Age: Origins who, at the end of the game found out they used to be female and not male as they had suspected.
- Very well done and to the standards our lecturer would expect later in this foundation course.
- Used very good and interesting examples.
- Using notes was absolutely fine the lecturer said as it gave me a safety net and helped me to stop mumbling later. Especially since I saw others do this later.
Feedback on 'The Legend of Zelda' presentation:
Personal notes on this presentation:
- The content was rather random, but overall the presentation was fun as they used interesting and amusing images.
- Talked about how the Tri-force represents courage, power and wisdom which relates even to today e.g. politicians and rulers need a balance of all three of these in order to do well. This was also represented in the game with the need to own all three pieces to unlock the tri-force's true power.
- Link is a representation of courage as he never talks. Thus he excepts his responsibility without complaining.
- Legend of Zelda has dark themes sure, but it is suitable for young players as well.
- Understood their subject, but had not decided who talked about what in advance, therefore it felt very disorganised.
- Kept good eye contact with the audience.
- Lecturer suggested from watching this presentation that the group should maybe read the video game books known as 'The Philosophy of...'. Different variants exist including Zelda.
Feedback on 'Ethnic Representation within Grand Theft Auto (And game design in general)' presentation:
Personal notes on this presentation:
- They talked about how the games deliberately exaggerate themselves.
- They contrasted the games class structure of the rich and poor with lower gang members and higher up drug lords.
- They talked about how over exaggerating something runs the risk of people taken it too seriously e.g. racism and the depiction of current issues like immigration.
- Uses influences from film as well in order to convey stories and characters.
- Uses a lot of stereotypes e.g. black gang members.
- Used notes 'safety net' to help them which is a good thing. However, they only read their lines and didn't put much emotion into them. Didn't look much at audience either.
- Presentation could have used images which it lacked.
- GTA is set in America, but is writing by British writers.
Feedback on 'Choice in Games, How does choice affect gaming? presentation:
Personal notes on this presentation:
- Both books and games have used choices in order to progress the game.
- Some games change depending on the players choices e.g. Fable.
- In Dishonored depending on the players tactics e.g. murderer or stealth the ending will change. Thus its the players actions and not choices that change the ending.
- They used plenty of images.
- Kept calm and clear. Spoke to the audience as well.
- Used very good examples of games with choices e.g. Ultima and Deus Ex.
- Good examples of choice in game by audience: Heavy Rain as a main character can die in just the first thirty minutes! And yet the story continues.
- Choice games are also becoming popular as people like to talk about what choices they made compared to others e.g. The Walking Dead.
- Games need to go beyond just black and white story telling and instead go more grey with a true non-linear narrative.
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