25 September 2014

Dissertation plan, part 3 - Dave's feedback

Yesterday I had an enlightening meeting with my lecturer Dave. I told him about my idea for dissertation - that I want to make a number of simple prototypes of different kind, which would show that I can universally code a variety of game mechanics. He told me that whereas it is good that I want to focus on coding, there are other ways to learn C# than just copying code off the internet - anyone can do that.

What makes a dissertation stand out is when a student researches and learns about the topic of their choice, and then prove they have gained that knowledge by producing their own piece of work that follows the theory they've learned about. Depth is what really matters, not - how many prototypes can I pull off in 8 months.

This is why, I have changed the way my dissertation is structured. It still focuses on me learning C# as I'll still be creating artefacts for mobile phones, however instead of reproducing prototypes of games that have already been created, I will design and make my own games, following the philosophy of Bushnell's law, which I have always been inspired by, and have mentioned in the - 'Why make games for mobile platforms?' post.

It states:
'All the best games are easy to learn and difficult to master.'

As to how many and when I'll be aiming to create my artefacts - it's too early to decide just yet, because first of all I need to fully dedicate my time by performing a thorough research about Bushnell's law, and break down what makes a game easy to learn, what makes a game hard to master, see some good examples, see some bad examples, and only then use that gained knowledge to start thinking about producing my own games.

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