What is Wrong With Game Development?
Warrior-GS writes "Seamus Blackley, who has done everything from work at Looking Glass Studios to evangelize for the Microsoft Xbox, sounds off on what's wrong with the relationship between developers, publishers and their audience. Also, as part of coverage of the D.I.C.E. Summit in Las Vegas, GameSpy has chats with Miyamoto about The Wind Waker and Yu Suzuki about his gaming influences. Some interesting reading."
I am taking a game design class at school and here are some readings that you all may find interesting. I wonder whether after reading the articles below and sticking to the concepts, will we become better game developers?
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"Game Engine Anatomy 101" by Jake Simpson - http://www.extremetech.com/article2/0,3973,594,00
"Formal Abstract Design Tools" by Doug Church - http://www.gamasutra.com/features/19990716/design
"2000: Formal Design Tools: Emergent Complexity, Emergent Narrative" by Marc "MAHK" LeBlanc - http://www.algorithmancy.org
Well, I feel it might be that Miyamoto is referring to the ease with which you control the player on the screen. SMB you had four buttons (start select A B) and directional arrows. The simplistic interface makes the game intuitive (at first) and easy to use (at first) though the game has a very steep curve towards the later parts of the game. You have to get really good. But the cool thing is, there isn't the mindless "point-and-click" It's more about timing. Modern console games have made it certainly more complicated (with a bajillion buttons) but there's still that synchronicity that happens that is very cool, and is very important for making a game fun. It's not the spiffy graphics that necessarily make a game fun. I found games like NWN and DS to be fun at first, but after the nth repetitive level with the nth repetitive bad guys, it lost it's appeal (also the fact that the games themselves were incredibly easy, IMO.)