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Programming Education IT Entertainment Games

Prototyping 50 Games in One Semester 72

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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Prototyping 50 Games in One Semester

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  • by peipas ( 809350 ) on Tuesday May 06, 2008 @11:02AM (#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)

      by apt-get moo ( 988257 )

      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.
      • by Acer500 ( 846698 )
        I liked Final Fantasy 8 and 9 specifically (and the Tactics series - didn't play the famed 7), and I liked the stories a lot.

        So FFVIII was almost a movie in the amount of cutscenes, but I liked it that way. And compared to other games (maybe not the RPG genre) it had a lot of storyline.

        The gameplay actually seemed a bit repetitive at times (especially summoning) :P
        • I think all D&D-style role-playing games are repetitive. It's the nature of the beast (fight this person, fight that person, and then fight some more). Final Fantasy stories help distract you from the boredom.

          back to topic:

          I'd like to see these programmers rewrite those 50 games using an Atari console with only 128 bytes of RAM. Now *that* would impress me. It's still amazing what was accomplished by Atari and Activision programmers 30 years ago.

  • Do It Again (Score:5, Insightful)

    by mpapet ( 761907 ) on Tuesday May 06, 2008 @11:05AM (#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.
    • Re:Cheap game space (Score:5, Interesting)

      by maxume ( 22995 ) on Tuesday May 06, 2008 @11:18AM (#23313224)
      http://www.kongregate.com/ [kongregate.com]

      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]
      • Kongregate is famous, of course, as the leading gaming website that pays independent game developers. Games that are highly rated and frequently played are allotted a portion of the ad revenue generated from the page.

        It's doubtfully enough to make a living off of, but it's enough to pay for the coffee / Mountain Dew and cheesies of a hobby-level programmer.
        • by maxume ( 22995 )
          Desktop TD is exceptional in how popular it is, but the creator has made thousands off of it.

          But yeah, Kongregate is an example of people getting paid for games that can be put together in a couple of weeks or months.
      • by xtracto ( 837672 ) *
        digisonline.com [digisonline.com]

        If you like turn based strategy games, this little chess-inspired motherfucker will absorb your time like nothing else.

    • Re: (Score:1, Interesting)

      by Anonymous Coward
      yes, they started a site where you can make games to and learn about the process.

      http://experimentalgameplay.com/

      also, Kyle Gabler has expanded on the tower of goo idea and built it into a product: http://2dboy.com/games.php
    • You're absolutely right. Some of my favorite games, the ones I play the most were on the SNES platform. I don't own a next-gen system and have no intention of buying one. From what I have played it seems to be all graphics and very little story line. Now if you'll excuse me I need to chase some kids off my lawn.
      • by edwdig ( 47888 )
        I don't own a next-gen system and have no intention of buying one. From what I have played it seems to be all graphics and very little story line.

        Most modern games:

        Graphics
        Storyline ... ... ...
        Gameplay

        It's rather disappointing, as a lot of modern games are interactive movies rather than games.
        • Re: (Score:2, Insightful)

          by KDR_11k ( 778916 )
          The gameplay got better over time as the tolerance for bad design choices went down. These days it's unacceptable to require the player to find secrets with no hint towards them or have huge mazes without any map function. It's unacceptable to kill the player with traps he can't see coming to force trial and error or to make progressing through the game impossible because the player failed to get some object that he can no longer access. Outside of retro-styled games there is no massive death penalty in RPG
          • Dragon's Lair would never be produced in todays market. Wait, did I just consider a laserdisc player to be a console?!? AAAArrgghh!
          • Re: (Score:3, Insightful)

            These days it's unacceptable to require the player to find secrets with no hint towards them or have huge mazes without any map function.

            Really? I've found it to be more or at least as prevalent in games these days to hide secrets which are completely unsolvable without a guide. I think the developers are just assuming that kids will disseminate the information on GameFAQs or other websites. It's really a shame too, as I like to solve things myself. You can probably beat the game without any of that game guide bullshit, but you won't "100%" it.

            Oh, and as far as the built in map functions these days, I liked mapmaking on graph paper, but I c

    • by KDR_11k ( 778916 )
      -No, you won't be able to afford porting them to the console du-jour.

      Ironically Tower of Goo is getting ported to the Wii.
  • by Anonymous Coward on Tuesday May 06, 2008 @11:16AM (#23313202)
    For FSM's sake! 2.5 years old.

    *sigh*
    • by NeutronCowboy ( 896098 ) on Tuesday May 06, 2008 @11:58AM (#23313738)
      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, 2008 @03:57PM (#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).
        • I guess I don't consider that article news in the sense of "XYZ happened". If that'd be the case, the article would indeed be old and stale. However, that's not the case - I consider it instead to be something like a whitepaper or case study: something that stays relevant for long after it was published because of the insight that it offers.

          Not to mention that what is old hat to you could be news to someone else. Or would you argue that because someone wrote about everyday physics once, no one else needs to
      • No, but you shouldn't report it as "news"
    • I agree, I read this at the source back then!
  • by Thelasko ( 1196535 ) on Tuesday May 06, 2008 @11:18AM (#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, 2008 @11:59AM (#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.
    • by roovis ( 1040184 )

      This article basically says that shorter development cycles produce a better product because of diminishing returns.
      What does this say about Duke Nukem Forever?
    • Re: (Score:2, Interesting)

      by hvm2hvm ( 1208954 )
      "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?"
      That's exactly what kills the creativity: trying to systematize creating, trying to find a perfect 'way' that will always work and ensure originality. No, it can't work and it never will as long people have deadlines or a
      • Re: (Score:3, Informative)

        by sahala ( 105682 )

        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 even bigger set of tools to play with.

        The process is actually intended to NOT be perfect. The idea is for people to quickly design an idea, then sketch out the idea in code using prototype tools, then test it out in front of an audience, all in a week.

  • meh (Score:1, Funny)

    unless one of them is Duke Nukem forever, nobody on /. cares.
  • Not exactly a dupe (Score:4, Insightful)

    by New_Age_Reform_Act ( 1256010 ) * on Tuesday May 06, 2008 @11:27AM (#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 little marketingspeak...
  • 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 out with some very different gameplay from what is present now - eg a BF2 / RTS-esque 'commander' - but dropped it because (among other things) it wasn't fun. They do make mention of testing out lots of different combinations and seeing what the many pari
  • by glyph42 ( 315631 ) on Tuesday May 06, 2008 @02:09PM (#23315500) Homepage Journal
    Seriously, guys. The article is from October 2005, you know, when the rest of the internet read it.
  • Did they cheat and use this [sf.net]?
     
    I kid. But gojo is hella fun. The main programmer is working on porting it to the wii and has support for the wiiboard written (doubt that's in the main trunk though).
  • 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?
  • I'm involved in a site called Glorious Trainwrecks [glorioustrainwrecks.com]... not just dedicated to the glorious bad days of awful 90s shareware, but featuring a monthly Klik of the Month Klub "write a game in two hours!" game jam. (Most of the people use Klik & Play, this crazy great awful Windows 3.1 era game construction kit, but any system is allowed... I do most of my stuff in the Java IDE + library Processing...)

    People who dig this stuff are welcome to join the 'wreckers!
  • This reminds me of the 80/20 rule that generally still applies to graphic design, web design, game design... most creative pursuits, actually. In short: The first 20% of the effort creates the first 80% of the result, and the last 80% of the effort goes into the remaining 20% of the result.

    In other words, the core ideas come quick, and all the fine details take much longer.

    • by sahala ( 105682 )

      In other words, the core ideas come quick, and all the fine details take much longer.

      I totally agree. Back in the day, I remember Randy Pausch (who started the whole "game" prototyping process mentioned in the article) lecturing at a few of us coders for spending too much time making code re-usable. He said that code-reuse is good and all, but not in the context of prototyping and testing out ideas.

      I remember shocked whispers throughout the lab: "did he just tell us to write ugly code???".

  • there's this control that will have some sort of motion sensors it's going to rock your socks off dudes.

I cannot conceive that anybody will require multiplications at the rate of 40,000 or even 4,000 per hour ... -- F. H. Wales (1936)

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