What is holding me up is bringing it back to what it is I want the project to be about. From the very beginning before I even knew what my project and group were to be I had this idea I was interested in. I have developed it throughout my project and tried to keep it as my main focus of my project. This has severely impacted my project and I do not mind that. I have made choices about the project to what I see as best fit both from feedback from others and from what it is I want my project to be. I want my goal of keeping the initial idea that kept me interested in my project to stick so when I talk about it at the end it makes sense to me. Unfortunately what I thought I was doing and what it is I am showing can be considered different in work. It could be difficult for others to recognise the work the way I do. What I thought I show as a game character, player's interest, manipulation may not be what will be looked as the absurd or relevant. Am I making the player feel they are being manipulated or are they being part of this absurd conclusion to a game? It looks to me that I have to make a decision to what it is my work actually is:
1. I keep to what it is I am making and fully resolve the production of my work but understand that what I have created has changed from what I pursued at the start. Accepting it for not being the work that I thought it was.
2. Changing the project to fit in with the conventional absurd requirements. To put the project as absurd in an easier way for the sake of it being understood to others from the outside perspective. (This would change it to what the initial project was explained to be about instead of what my project is.)
3. Underline what my project is, underline all parts of what absurd can be and underline the components for what my work contains from the outside world. Conduct research on all this and find a medium to what my work is and define it. Thoroughly explain how I have seen my project through my process and how I see it now with explanation.
I am most likely to go for 3 as I am determined. I also want to do the work that I enjoy and am interested in. So for now its research and creating my work.
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References
Awa Press Non-Fiction Publishing New Zealand : How to Play a Video Game. (n.d.). Retrieved October 2, 2012, from http://www.awapress.com/products/published/books/TheGingerSeries/howtoplayavideogame
Steve Hodges. (2010, May). The digital absurd. Georgia Institute of Technology.





