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Author Topic: Games, notgames, notnotgames?  (Read 68485 times)
God at play

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« Reply #30 on: August 01, 2015, 08:56:49 AM »

I do think we have to make games that are better than existing games in every way.
...
I'm long resolved to doing it all, alone if I must.

In the last 4 years since this conversation took place, a bunch of interesting videogames were released that heavily featured a notgames design mindset, and some of those released games went on to be commercially successful (most notably selling Minecraft to MS for an under-priced $2.5 billion). I think it really is true that all we needed was to create and keep creating experiences that were interesting enough, and the rest of videogame culture could help build them up. So you're right in the sense that the largest piece of the puzzle is making the right videogame.

I think where you're wrong is that much progress has already been made, and it was by some indie developers who were often working toward this non-deliberately and as a broader community more so than as one collaboration. They talked to each other at conferences and shared ideas and gave each other feedback, as artists do. And they built upon years of evolving previous work in their medium, along with adding some of their own new ideas here and there, as artists do.

Was it about making better videogames? Yes. Is it possible to single-handedly accomplish the task and do it yourself? Certainly not. They've already accomplished so much and have paved so many roads, there's no way you can accomplish anything without standing on their shoulders, unless you both never release your games (which prevents your effort from being proven) and have no prior knowledge of the medium.

Your enthusiasm is inspiring! Thank you. But I think it's impossible to create in a vacuum in 2015 and emerge later as a hero from outer space. Acknowledging the progress already made is a good thing, hopefully it can encourage you as you move forward.
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Mick P.

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« Reply #31 on: August 01, 2015, 09:37:59 PM »

I do think we have to make games that are better than existing games in every way.
...
I'm long resolved to doing it all, alone if I must.

In the last 4 years since this conversation took place, a bunch of interesting videogames were released that heavily featured a notgames design mindset, and some of those released games went on to be commercially successful (most notably selling Minecraft to MS for an under-priced $2.5 billion). I think it really is true that all we needed was to create and keep creating experiences that were interesting enough, and the rest of videogame culture could help build them up. So you're right in the sense that the largest piece of the puzzle is making the right videogame.

I think where you're wrong is that much progress has already been made, and it was by some indie developers who were often working toward this non-deliberately and as a broader community more so than as one collaboration. They talked to each other at conferences and shared ideas and gave each other feedback, as artists do. And they built upon years of evolving previous work in their medium, along with adding some of their own new ideas here and there, as artists do.

Was it about making better videogames? Yes. Is it possible to single-handedly accomplish the task and do it yourself? Certainly not. They've already accomplished so much and have paved so many roads, there's no way you can accomplish anything without standing on their shoulders, unless you both never release your games (which prevents your effort from being proven) and have no prior knowledge of the medium.

Your enthusiasm is inspiring! Thank you. But I think it's impossible to create in a vacuum in 2015 and emerge later as a hero from outer space. Acknowledging the progress already made is a good thing, hopefully it can encourage you as you move forward.

I think my idea of success is much less narrow than this. Minecraft is probably the only classic video game for a decade. And whenever I try to remember how much MS bought it out for I think $25B because $2.5B does seem ridiculous. I see something now called Minecraft Story Mode, or something like this, which is maybe getting closer to what I'd call a form of success if it shakes out. Minecraft does put a tool in the hands of lots of people, but it's more like a proof of concept, since you can't make anything except block worlds out of it.

The next step is to get something like Minecraft in the hands of everyone, only instead of block worlds, real worlds that look like classic video games. That's what I do, virtually single-handedly. I don't think a few small outfits making a few games with tools like Unity that are super time intensive will change the face of games the way I need it changed personally. There's also that Unity games tend to be unattractive, but I'm sure there are less often used ways to use it. What are you using for TDC?

(I think would-be game makers need a firmer hand to guide them than Unity. High-level tools like RPG Maker are the wave of the future.)
« Last Edit: August 04, 2015, 12:20:06 AM by Mick P. » Logged

Michaël Samyn

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« Reply #32 on: August 02, 2015, 08:48:14 AM »

Acknowledging the progress already made is a good thing

Thank you for the reminder. In my impatience I too am guilty of forgetting this sometimes.
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Mick P.

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« Reply #33 on: August 04, 2015, 01:36:50 AM »

Your enthusiasm is inspiring! Thank you. But I think it's impossible to create in a vacuum in 2015 and emerge later as a hero from outer space. Acknowledging the progress already made is a good thing, hopefully it can encourage you as you move forward.

It's funny that you say this, because this is entirely my point. The idea of creating in a vacuum, which is literally how games are made, is outmoded, and ahistorical. We need to be creating together asynchronously and acknowledging and studying the entire history of video games. Even if you don't believe that is necessary you only alienate yourself in neglecting to do so, and make your position weaker in the process, gambling with the possibility of bringing everyone along for the long journey ahead.

The same goes for our hero from outer space. The approach I advocate for is self sacrificing and does not brook private fame or fortune. It may be a sad or even strange testament to our time that there'd be just one hero from outer space, but if that's all there is, then that's all there is. Does anyone in their right mind really want to be famous on a world of 7B? And is it not criminal that we are not all fortunate from cradle to grave? Michael is surprised there are a few naysayers out of 7B. I'm not.

I am not convinced Minecraft is a prototypical not-game, but if it is then the next generation may have a radically different concept of what a game is, and if there is anything to Minecraft's creative elements, that could translate into an eagerness to make video game like worlds, and given a "Minecraft 2.0" from somewhere (perhaps even outer space) that could conceivably bring real creative diversity to videogames and fast (CALL THIS IDEALISTIC FUTURIST SCENARIO-A)
« Last Edit: August 04, 2015, 01:57:03 AM by Mick P. » Logged

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