Supervisor Meeting 2

Having a dedicated supervisor for my project has been immensely helpful in guiding me towards success. Recently, I had the opportunity to showcase the flow charts of my design to my supervisor, and it was an enlightening experience. As I presented my work, I could sense the supervisor's keen interest and engagement. Their vast knowledge and expertise were evident as they carefully analysed my flow charts, identifying areas of improvement and potential pitfalls. The feedback my supervisor is about to provide will undoubtedly prove invaluable, as their advice and guidance will steer my project in the right direction, ensuring a more efficient and effective design.

Key Points

*Side note: These quotes are parapharased to condence the content

  • “Game Flow 1 doesn’t really represent a good design at least in relevance to a museum in real life”

It’s good that he mention it because I wasn’t entirely confident with the design in general, I think it wasn’t a bad design but not the ideal one, hence why I made two seperate ideas. What I understood, it’s because of the restrictive nature of making the player go back and forth defeats the purpose of the player trying to learn about the artefacts, rather learning the simple game, which isn’t the purpose of this project. Also it may not be a good incentive to gatekeep rooms from the player, as if the initial introduction to the museum with a room that the player needs find an artefact and interact with, the player may not even want to approach the room once they have made that selection and essentially dissaude the player from carrying on even with the inclusion of re-playability.

  • “Game Flow 2 is much better as it allows the player to naturally progress through a museum experience.”

The parellels of museum is the people are allowed to explore it at their own pace and which ever way they would like to, with which ever direction, which this flow did seem a lot better rather than making the player complete all of the mini-games, maybe some of them will allow the player to progress whilst the other are purely optional. Including conditional games which allows the player to progress could be considered the main attractive artefact of that particular place to move on, the player can also participate in optional games which also can deliver a educational impact because there aren’y any major risks for the player except for achieving something.

  • “Have you made any contact and if you have you can then add more structure and design more”

Thankfully just before the meeting, one of the museum did manage to contact me back, so we are in talks in order to see if I can have permission to use their artefacts, in this case, the London Transport Museum, so this can allow and expand to the atmosphere that could be present specifically Victorian London (a personal favourite).

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Game Flow 2