Granted, the first time I answered this question, I didn't have a strong focus - since I was still constructing the speech in my head. There was so much to talk about, and there was nobody that I had so far which could help me in this endeavour. Much of it was stand-alone, and until I could get more people involved my authority on the project is pretty much everything.
It's understandable then why my ratings on this section was low - I'll have to come up with a better introduction to get my point across.
I wanted to tell people about a story, which tries to tackle the integrity of the player. Can the player maintain his own morals throughout the story and not be led astray? Is there something that I can convey to the player about principle, code of conduct, something which will matter to them? Many games nowadays allow the character to choose their own path and live with what they've done, and while that's fine...
I want to make a game that rewards those who persevere through hard determination, a 'true end' to a malleable story. For those whose faith did not waver, and their integrity held fast despite the difficulties they face, only they will get the best experience out of those who did not.
Apparently, the audience's response to this was poor. Apparently, the audience doesn't like ideals - no likes for the 'why', or the reason of it all. I have received a lot of low score on this section, and much criticism on failing to address the final product and on how it would be made.
Well. If they are so rigid for the need of results, then I will have to address the issue with more clarity. But I won't change the ideal behind my project, just because the audience doesn't want to hear it.
The project is a 1-2 minute short animation film, followed by the first demo level of the game. What I would add in addition for the audience, is that the hardest difficulties often reap the best rewards. To people in general, is it not the struggle, the journey through the hardships that makes it most memorable and precious to the individual? In an era where everything is quick gratification, this is something that, as a society we are starting to lack -- the trials that makes us who we are, and what we are.
...Yet, again, the results were...not encouraging. If the current era prompts quick satisfaction to everything, then it must be pointed out and brought to attention. If my project can show the audience - reveal, for the lack of a better word - the issue at hand, then I am certainly heading in the right direction.
How will people remember a story, an experience or an ideal? By becoming a part of it, I believe. In this section I will need to strengthen the interaction between the short animation film and the demo game. Being a part of a story makes for a stronger impression than merely showcasing a presentation to the general masses.
I will need to find better words to persuade the audience here.
When I gave the speech about this section, I wanted to aspire people to do something they think is meaningful. Of course, there is the ulterior motive of trying to get potential clients to invest in my project and perhaps take it beyond its current limitations, but trying to make them interested, as well as enjoying the preview would be a daunting task to accomplish.
Based on the reviews, I'll need to focus more on the aspirations and motivations here - and phrase them in such a way to convice the audience - or client - about the prospects of my project.
I mentioned here that I will bring the project to life using a visual representation. Just like a game show or a game trailer, I want to create something compelling that would create a monumental impact to the audience. Through storytelling as my primary medium, and graphics as my visuals, I want to give them an experience that they will enjoy, as well as look forward to if my project is able to acquire the right fundings and resources for a full scale production. By focusing the speech here and pointing out the process in breathing life into this project, I think I can also help tie it back to the first section of this presentation --
-- and perhaps change the audience's mind on the capability of my project.