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Prototyping 50 Games in One Semester
Posted by
timothy
on Tuesday May 06, @11:53AM
from the espresso-subscription dept.
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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I've got a fever & the only prescription is mo (Score:5, Insightful)
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Re: (Score:2, Insightful)
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)
-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.
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Re:Cheap game space (Score:5, Interesting)
Desktop Tower Defense is pretty addictive (for a while anyway):
http://www.kongregate.com/games/preecep/desktop-tower-defense [kongregate.com]
Also liked this one:
http://www.kongregate.com/games/AlejandroG/spin-the-black-circle [kongregate.com]
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Parent
Re: (Score:2)
Most modern games:
Graphics
Storyline
Gameplay
It's rather disappointing, as a lot of modern games are
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This is a feature from October 26, 2005 (Score:5, Informative)
*sigh*
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Re:This is a feature from October 26, 2005 (Score:5, Insightful)
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Parent
Re:This is a feature from October 26, 2005 (Score:4, Insightful)
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).
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productivity vs. burnout (Score:4, Insightful)
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?
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Re:productivity vs. burnout (Score:5, Insightful)
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.
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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)
http://games.slashdot.org/comments.pl?sid=173642&cid=14446612 [slashdot.org]
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"Nobody cares about your engineering..." (Score:3, Insightful)
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.
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Bit old - but still important... (Score:2, Insightful)
Just from the summary... (Score:2)
Fun in games (Score:2)
Welcome to October 2005 (Score:3, Informative)
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ok, how about the technology? (Score:2)
Re:nice try buddy (Score:5, Insightful)
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.
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Parent
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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
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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