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Bad Game Designer, No Twinkie?

Thanks to Globe News for their interview discussing game design pitfalls with Ernest Adams, columnist at industry site Gamasutra, in relation to a recent Toronto game design lecture. Adams' talk, called 'Bad Game Designer, No Twinkie', has the premise that "whenever game designers add an annoying, sloppy, illogical or cliché game design element, they are denied the junkfood they love so much", and in the interview, Adams also laments the inherent difficulties in making games: "If you imagine what it would be like if you had to invent a new projector for every movie, that's what it is for game development", as well as gaming award shows, which he says "...tend to confuse the difference between technological achievement and aesthetic achievement."

4 of 65 comments (clear)

  1. no bad games were successful? by egomaniac · · Score: 4, Insightful

    There are lots of good games that were not terribly commercially successful. However, there are no bad games that are commercially successful.

    What the hell? Is this guy actually claiming that Enter the Matrix (which was very successful commercially) was not a bad game? What about Black and White?

    There has been a long, long list of games that were steaming turds and yet sold very well at retail.

    --
    ZFS: because love is never having to say fsck
  2. standardize! by m0rphin3 · · Score: 3, Interesting

    Part of the problem is standardization.
    Hollywood makes movies on film. The same technology, the same cameras, the same editing equipment (and probably the same actors) are going to be used on every production. So it's basically easy and (relatively) cheap to make a movie, unless you need tons of extras or some new tech.

    I think gaming should go in the same direction,
    and we're starting to see it happen. Many games use the same engine (Lithtech, ut2003,etc.) and that's going to lower the bar for making a game.

    When you don't need to reinvent the wheel every time you want to make a game, but instead can focus on the story, the backdrop and the characters, I think gaming will be ubiquitous. Sure, you'll always have the large corporate politically-correct games, but when it becomes easier for 'indie' designers to make large-scale games, we'll see the dawning of a new era.

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  3. No Way! by Asprin · · Score: 3, Funny


    You can have my crates when you pry them from my cold dead hands.





    (Miss you, OMM!)

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    - Doug McKenzie
  4. There should be Designer Canons by quantax · · Score: 3, Interesting

    I posted this earlier this week during the Gaming Canon's discussion, but it is more relevant here; basically there should be a game designers canon more so than a gamers canon. If game developers do not see good gameplay for themselves, by what reference are they supposed to create it. Like painting, sculpture, one looks to the masters for inspiration. Through understanding these works, one can better understand their own work and thus be a better creator.

    Such an example I would make is Morrowind; now regardless of whether or not you like Morrowind, no one can deny that it is epic in scope and succeeds in doing what RPGs have failed to do in general: a true non-linear questing system, as well as open-ended magic and open-ended character development, where the character develops naturally based on what you do, and the skills you use. Those above mentioned attributes make the gameplay in Morrowind something that should be both examined and re-implimented else where. In this example, I chose morrowind to prove my point, but you can apply this to many genre-breaking/creating games. There SHOULD be a list of games that every developer should play so that they can not only know what the 'masters' have done, but so they can improve upon it as well.

    --
    "What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon