Discussion - More succinct case studies?

While it is good to have this much written this soon it is a fact that most of these case studies are for our benefit more than the lecturers'.

What we are looking for in these character studies is not details on the character but what traits make them interesting to players. If it gets to week 10 and we have to trawl through 12k words for a few useful lines about what makes interesting/believable character we're going to regret it.

It's really good work thats been done so far though, it's just a little bit too much good work.

Any thoughts?

PS. This is being posted here because I will be far too tired to say this in any meaningful capacity tomorrow and it will be nice to show us using the blog for meaningful discussion.


4 comments to "Discussion - More succinct case studies?"

  • I agree, the less unecessary wordy the work is the more of it we can do. Of course, my work's perfect, but not everyone is cursed in the same way I am.

  • Also using this blog for discussions too is a good idea- like Lewis and Kyle said it saves logging tonnes of E-Mails and the comments can now easily let us share our opinions on things. ;D

  • Well it’s as you said earlier. If something’s getting overly wordy there's nothing stopping somebody from making it multiple posts.

    We just need all the stuff explaining why a characters interesting/believable/whateversimportant to the project, to be clear and not to spread out.

  • Yeah I agree it saves time as well, thank you for addressing this otherwise I would have done the same

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Who are we?

Team Fable is a group of five students working on their 'Level 3 Team Project' at the University of Bolton.

All posts and work uploaded to this blog will be monitored by assessors and all content will count towards the teams final mark.

What is our aim?

Our project aim is to research the usage of non-playable characters in games and investigate what drives player reactions to them.

By researching into this, we hope to evolve storytelling in games by defining the characteristics players find most compelling in NPCs, ultimately leaving with more engaging characters.

What are our roles?

The team roles are as follows:

Kyle Cherry - Research & Documentation.
Lee Sparkes - Human Resources.
Lewis Morgan - Level Design Lead.
Adam Parker - Art Design Lead.
Stephen Austin - Testing Lead.

Despite having specific lead roles, all members in the group will contribute to all areas of the project.

Contact

  • Kyle Cherry - kc1gcc@bolton.ac.uk
  • Lee Sparkes - las1gcc@bolton.ac.uk
  • Lewis Morgan - lrm1gcc@bolton.ac.uk
  • Adam Parker - ajp1gcc@bolton.ac.uk
  • Stephen Austin - swa1gcc@bolton.ac.uk