It didn't start out perfectly, it had a great middle and a less impressive end.
Well, that might be a little too short and critical.
I started the degree while I was working at a computer games company (CCP Games) as a QA tester, which lead the focus of my project towards what the company was interested in. As such, my original plan for the degree was to research the concept of mid-core games as a market and tablet gaming. I should point out that I personally held no interest in these subjects, but I was swept up in my first job at a AAA games company. Once that contract ended and I came back home I started to realize that my own interests lay in a completely different direction - I also found out that mid-core was a bum-theory and I had little to no interest in the overly saturated tablet gaming market.
I started looking into tabletop role-playing games and storytelling systems as they are something I am absolutely interested in. I always found that when I played role-playing games with friends I always seemed to have different priorities and desires to the other players around the table; I later found that I was trying to reap a different emotional reward to the other players, which made me realize that there were many different emotional rewards that role-playing games can deliver to their players, and even different ones to aim for!
I settled on trying to solve a question the disparity between my interests and the interests of my friends raised - which boiled down to why they liked creating stories anywhere but the role-playing table. I found that It came down to a lack of creative boundaries and jumping off points which are integral to simplifying and streamlining the creative process into something entertaining. To prove my hypothesis I created Preposterous!
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| The Preposterous box |
The final part of my project was a huge undertaking - perhaps far too much for the time slot and a little too ambitions for myself. Trying to learn Actionscript 3.0 enough to make a game that didn't lend itself well to tutorials was the first hurdle that tripped me up, the 80K+ writing was a rather tall order also. If it weren't for my contracted artist (Rebecca MIchalak) I wouldn't have even been able to finish the analogue version of Wasteland (working title).
If I had the time to do this all again I would cut the desire to work in a digital format and the part where I stopped looking into what I wasn't interested in - that being said, I am not sure that things would've been any different any other way. Overall I am impressed with what I was able to achieve, it might not be perfect but I don't think anything ever hits the deadline completely finished.

