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Prototyping 50 Games in One Semester

Posted by timothy on Tuesday May 06, @11:53AM
from the espresso-subscription dept.
StarEmperor writes "Gamasutra has a good feature about four grad students who created 50 games in one semester. The article presents their insights about game design, evaluating gameplay, and generally what makes for a fun game."

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  • by peipas (809350) on Tuesday May 06, @12:02PM (#23313028)
    ...storyline. Grim Fandango [wikipedia.org], for instance, is one of the most amazing games I've played. It has a great story, a unique style, and hilarious bits thrown in here and there. Being able to interact with a story can be brilliant; I think this is where some of the Final Fantasy series' popularity comes from.
    • Re: (Score:2, Insightful)

      Being able to interact with a story can be brilliant; I think this is where some of the Final Fantasy series' popularity comes from.
      I don't think so.
      Most Final Fantasy titles have mediocre stories with little or no meaningful interaction, somewhat nice gameplay and plenty of slashfic featurng the lead characters.
  • Do It Again (Score:5, Insightful)

    by mpapet (761907) on Tuesday May 06, @12:05PM (#23313066) Homepage
    I'm always happy to see stories like this. There are huge gaps in entertainment for low dev costs and this is how you make them fly.

    -No, your games aren't going to be in WorstBuy anytime soon.
    -No, your games aren't going to get any attention whatsoever from the media.
    -No, you won't be able to afford porting them to the console du-jour.
    -No, you won't attract VC to grow your business.

    -Yes, you will have some loyal consumers. Make your games multilingual (i18?) and you'll have many.
    -Yes, you can build a very successful enterprise.

    In all cases that's the way doing something original works. I wish more young Americans had this kind of attitude and perserverance.

    I just hope they are smart enough to keep going on their own instead of using it as a resume builder.
  • by Anonymous Coward on Tuesday May 06, @12:16PM (#23313202)
    For FSM's sake! 2.5 years old.

    *sigh*
    • And yet, it still seems relevant. What does that tell us about the current state of gaming? Put differently, should we discount the importance of Newton's Principia Mathematica because it is 400 years old?
      • by steelfood (895457) on Tuesday May 06, @04:57PM (#23317086)
        It's relevant, certainly. But, I'll bet you'd be surprised if a /. headline read:

        Philosophiæ Naturalis Principia Mathematica Attempts to Explain Everyday Physical Observations
        and then proceeded to wonder if this book could change the field of physics forever.

        On a site that's "news for nerds," events that were made public 2 years ago would hardly be called news. That, and this might just be a dupe that was spaced so far apart nobody can remember the original (worse than the dupe on SHA1 being cracked).
  • by Thelasko (1196535) on Tuesday May 06, @12:18PM (#23313240) Journal
    This article basically says that shorter development cycles produce a better product because of diminishing returns. What it doesn't state is whether this development cycle increases or decreases the burnout rate for developers.

    I think it would be a nice follow up to do an extended study of this kind of development cycle in a corporate environment and examine the turnover rate for developers. Will they be intrigued by working on something new every week, or will they get tired of the quick turnaround and quit?
    • by JustinOpinion (1246824) on Tuesday May 06, @12:59PM (#23313758)
      It's worth noting that the article is talking specifically about prototyping, not necessarily full game development. They do acknowledge that once a good idea is found, it will take some time to give it the polish and variation that people expect from a full game.

      So, I wouldn't think of this as any developer's full-time job. Rather, they are describing a strategy for coming up with novel game mechanics, game genres, game elements, etc. Maybe in-between big projects, you give your designers/developers a few weeks of this kind of structured rapid prototyping. At the end, you decide which ideas are not worth pursuing, which ideas could be polished into small games (for release as flash games, as mini-games inside full games, etc.), and which ideas could be expanded upon to create a full, novel game. (E.g. the next "Portal" in terms of novel game-play.)

      You're probably right that any developer would burn-out if they tried to churn out a new, novel game every week (they might also eventually become frustrated by never being able to "finish" any project). But as a way to sometimes come up with actually creative game ideas... it definitely has merit.
    • Re: (Score:2, Interesting)

      "I think it would be a nice follow up to do an extended study of this kind of development cycle in a corporate environment and examine the turnover rate for developers. Will they be intrigued by working on something new every week, or will they get tired o
      • Re: (Score:3, Informative)

        The prototyping method from the article has been around for a while at CMU, since about 1998 in a class called "Building Virtual Worlds". The whole theory is to get people to think creatively by giving them a central idea, a bunch of constraints, and an e

  • Not exactly a dupe (Score:4, Insightful)

    by New_Age_Reform_Act (1256010) * on Tuesday May 06, @12:27PM (#23313346) Homepage Journal
    but someone here mentioned it a loooooooooooong time ago.

    http://games.slashdot.org/comments.pl?sid=173642&cid=14446612 [slashdot.org]
  • This is very true, for the prototype, because half of them will be thrown away.

    That said, the kind of mechanic they were talking about really doesn't seem like it'd make something polished. If you already have a solid prototype, take some time to go back and do it right.
  • .. to read, as this goes to show what a creative deadline can help produce. Simple, elegant games that don't require your life to play or millions to develop. In fact, they now are aiming to turn these ideas into products, for their own company [2dboy.com].
  • Gamasutra has a good feature about four grad students who created 50 games in one semester.
    ...then this reminded me of those cheap electronic things that say "100 games" and you find there's 20 variations of tetris, 20 of blockout, 20 of frogger, 20 of ping-pong and 20 of space wars. Now 50 original games is impressive, 50 games sounded a littl
  • For those that have it, I'd definitely recommend checking out the developer commentary in TF2. While TF2 doesn't quite fit this particular profile of rapid prototyping (9 years!), it is relevant in how much attention they paid to it being fun. They started
  • by glyph42 (315631) on Tuesday May 06, @03:09PM (#23315500) Homepage Journal
    Seriously, guys. The article is from October 2005, you know, when the rest of the internet read it.
  • One thing I see here is that the development process here was enabled by Flash and other software. So suppose I wanted a group to do similar things. What sort of tools do they need?
    • Re:nice try buddy (Score:5, Insightful)

      by omeomi (675045) on Tuesday May 06, @12:10PM (#23313122) Homepage
      And as a CS grad student, how is this different from every other semester and summer?

      I've played the Tower of Goo game. It's really a fun "casual game" sort of game, and honestly, they came up with an idea that was fairly different from much of anything else out there, which isn't easy to do. They didn't just make yet another Tetris clone, or a Bejeweled clone, or some other puzzle game that's been done a million times, they seem to have tried to come up with really innovative game ideas.

      The Experimental Gameplay Project [experimentalgameplay.com] has a lot of really unique game concepts like this.
      • Re: (Score:3, Interesting)

        I have found a lot of nice gems in that project.

        You do get a lot of simple or basic functionality tests, but some do have a nice polished feel.

        Crayon Physics and Tower of Goo stand out the most. Every few months I download all the new games and just kill
        • Re: (Score:2, Insightful)

          Every game is unique but as you increase the tolerance for considering two games similar you reduce the number of unique games. Colloquially a game is "very unique" when the tolerance required to consider it similar to another game is very large.
    • Re: (Score:2, Interesting)

      There is a bi-annual 48 hour solo game development competition called Ludum Dare 48h [imitationpickles.org] that has just finished its 11th incarnation. All the entries have to supply source so it might be interesting for you to have a look though these. This time there were ove