Monday, April 22, 2013

Concepts


What is the most difficult concept to teach for your game topic? How are you finding tutorials and thinking about design to teach others this concept?

The most difficult concept to teach in my game is that you are in 2000. The time isn't when there are smartphones, 1 GB/s internet, or computers with over 500 GB in hard drive space. This was a time where AOL was huge, Bill Clinton was getting ready to leave office, and the St Louis Rams win the Super Bowl. I am afraid players will feel that they are in current times, and not what may seem like a far time ago, even though it was only 13 years ago. I am trying to get this across with subtle but hopefully effective placements of products such as a large "tube tv" and other items.



I commented on this post: Travis

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