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Creation / Notgames design / Re: Are most gamedevelopers hardcore gamers?
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on: July 31, 2010, 04:19:29 AM
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I think you're right. Chris Bateman has identified this as the primary reason why videogames are not more diverse. He proposes that developers should stop making games for themselves. But another, and better solution, in my opinion, is that other people than hardcore gamers are enabled and encouraged to make games.
It's understandable that some people who like videogames want to create them. But it's ultimately very stupid. Because you have not much to offer if you already like the field you're entering. All you can contribute is derivative work or at best work that makes minute improvements. which is sort of ridiculous in a medium with some blatant problems. I propose that only people who hate videogames should make them. That's the surest way to see some radical changes in the medium. Gamers should just remain gamers. And more non-gamers should become developers.
Michael, I think the problem is that developers are NOT making games for themselves... they're making games for a "target audience" with maximized sales potential. As I have started on my own development journey, I find that I certainly don't want to make something that is meant to "sale" and follows certain marketing schemes... I want to make games as though they were my children, my paintings, my legacy. Even if they don't reach as many players as the latest WWII shooter epic. I hope that my future career highlights what you want to see in new developers... I hate videogame culture, I don't like going to developer gatherings, and have really only enjoyed playing games on a very casual level. I sort of "fell" into game development because I felt compelled to; as though all my various skills converged and pushed me, kicking and screaming, in this direction. I kind of relate to the author Virginia Wolfe, who claimed it was actually painful for her to write, yet she did anyway. That is how I feel about making games (or notgames, even), it's like I'm reaching into a chasm trying to pull something out rather than follow a beaten path to drink from the same well everyone else has.
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General / Wanted! / Development pipeline for 5-person 3D game?
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on: July 23, 2010, 07:45:25 PM
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Hi guys, I've got a medium sized student project coming up this year. We have a great design that we can't wait to share with you guys. Even though we're taking the project very seriously, we're still not accustomed to the actual game development pipeline and would love some pointers (especially from ToT, we loved your post mortem on The Path!)
The staff is: -Me, designer/director, I can also code and model props and environments -Character/environment modeler -Animator -Two very capable programmers
I feel like we have a very well rounded and competent team. What I don't have is a way to foresee what the general schedule should look like to ensure our success.
We're starting the game early September, will need to have it completed in about 6 months. Also keep in mind we're taking other classes as well.
The game itself takes place in mostly one level/setting, and has a few characters and some environment puzzles... nothing too crazy, most of the charm is in the theme and dialog.
So what I can't figure out is when we should all be working on our respective parts... I'll have the design document ready for when we start, but then how do we develop each part? Model the props, characters, then animate them? Have animation concurrent with modeling? What should be done on the tech side along with asset production?
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General / Check this out! / Re: LIMBO is released!
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on: July 23, 2010, 07:18:03 PM
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I played the trial and enjoyed it greatly... notgame lovers should know that it is very much a puzzle platform "game" in the traditional sense, though.
...Still, it has a beautiful art style, worth playing for that alone!
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General / Check this out! / Re: "Make, then design" or 132
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on: March 25, 2010, 09:21:02 PM
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Here's another version of our motto "First make the game, then design it": http://www.boingboing.net/features/morerock.htmlGo right from the inspiration -- the vision -- to actually making it. Don't think it through. Don't talk about it. Don't plan it. Dive in and start making it happen. Only the first few paragraphs are interesting, though. After that it slides into some simplistic "picture = 1000 words" theory. This is so radically different from how game developers approach things here. I love it.
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Creation / Reference / Re: Silent Hill: Shattered Memories
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on: March 22, 2010, 03:27:27 PM
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I've been meaning to play this as well, though The Path has all but ruined horror games for me since ToT has shown that absolute horror can be invoked without creepy monsters popping up =)
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Creation / Reference / Re: A history of not games
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on: March 10, 2010, 10:22:46 PM
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Rule of Rose It's curious - people who play the game hate the gameplay. One reviewer once mentioned he saw it as an obstacle to its real charm, which is the story. He mentioned the latter was as engaging as a film. I have not yet played it myself, so sadly there isn't much I can mention. But I was stricken at how well the themes of child nastiness were played, and by the fact that it seems to be full of hidden details that require some special attention. [/quote]
I loved Rule of Rose! Sadly, I do not know anyone else who has played it so I never get to discuss it. A very engrossing game. I didn't mind the gameplay at all. Also, a lot of parallels could be drawn between the house in RoR and Grandma's house in The Path.
Shadow of the Colossus - Michael mentioned he loved Ico, which was gorgeous game. The second game by the same studio was SotC... a jaw-dropping experience. Yes, there is a huge "game" component to this... it is essentially a game of boss battles.... but the world they created goes beyond description. Simply traveling through the fields on what I consider to be the most realistic horse depicted in games was a wonderful experience. Also, a great bond is established between the unnamed main character and his horse, Agro. You grow to depend on each other and love each other. And you know that even though you have an impossible task ahead of you (battling a giant behemoth) you know Agro will be there when you need him! I believe that Team ICO (the developers) are probably great examples of what success looks like for a AAA notgame.
Xenogears - A vastly underrated Japanese RPG from the late nineties. It got rushed into the market since Final Fantasy was the priority at the time, so much of the game went unfinished, but the story and mythology crafted here was enormous. The developers took some of the hardest themes to convey... personality, love, creation, philosophy... and created a lovable cast of characters and an absolutely bizarre plot line. I loved the fact that after completing it, I had to think long and hard about what exactly just happened! A lot of the game is traveling from place to place, watching excellent cutscenes, and a nifty battle system to boot.
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General / Introductions / There are other people like me?
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on: March 10, 2010, 09:39:46 AM
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Hi, I'm Derrick. I'm from the USA, and am coming to terms with the fact that I am a game designer and it is what I feel I must do.
I recently went back to school (changed my major field from engineering to game development/computer science) and am currently engaged in several projects that I am very excited about and can't wait to show you!
I do not have a website yet, but as soon as I make one (it is on my to-do list) I will post it on the forum so everyone can critique it and whatnot =)
I am elated to be part of this forum... I have been very disgruntled with the American games industry and have been having trouble finding where I "fit in", being someone who enjoys the experiences that interactive media can create, without needing it to be a "game". I can say that I absolutely love Tale of Tales' work, and am proud to own a limited hard copy of The Path for PC.
The Path really was a "game changer" for me. It was without a doubt the most immersive experience I have ever had (I played it for hours without realizing how engrossed I was), I truly felt as though I was in another world... similar to how audiences recently reacted to the Avatar movie. I hope to be able to create similar experiences for those that see my work.
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