uDevGames 2004 Macintosh Game Development Contest
Chris Burkhardt writes "iDevGames officially announced the start of the uDevGames Game Development Contest yesterday. The contest challenges participants to create a Mac OS X game in three months time, which will then be subjected to public vote, peer vote, and a panel of judges, with the best in a variety of categories receiving prizes. iDevGames has issued a press release." Previous winners of the competition include the rather smart Argonaut 2149.
Major players are indeed very cautious moving onto Mac and Linux. There is the fear that the revenues from the new supported platforms will not compensate the money used in new investments like hardware and training. Especially when the competition in the market becomes harder and harder, a misstep can be fatal for smaller companies. It will most likely require a big success by one company before the others will follow.
But there is one player that still waits for its big success; open source games. There are lots of great projects out there that still needs to be finished. A success here could wake up companies as well. The reason why a open source game could trigger investments on new platforms rather than commercial games is that open source developers doesn't maybe care about the current userbase as much. A great deal of the open source projects don't have any userbase at all, to be honest, but still people work on it. But there will always be some breakthroughs. Maybe not in this contest, but still.
I demand the Cone of Silence!
The parent post is correct in that modern games are much, much harder to create than old side-scrollers from the 80s. And you are correct that despite that fact, it would be possible to find everyone with the correct skills to form a team and still produce a quality product even today.
But there is another piece to the puzzle. Most games are played through only once or twice by a player. iD software put 4 years into Doom 3 and many people went on to finish the game in a single day.
The artists at iD probably put hours and hours of work into each and every room, pipe, box, etc in Doom 3. The art/level development process probably goes something like this:
1. Design a level on paper
2. Get the rough rooms modeled
3. Start texturing the rooms
4. Start adding decorations, crates, etc.
5. Populate it with monsters, supplies, etc.
6. Revise many times.
Now, just like testing software, they would have to test each level to make sure textures line up, actions trigger, difficulty is appropriate, and so on. It works just like testing versions of software, from development, to debugging, and then release.
Unfortunately, "content-based" games are pretty much a one time experience. You can't experience a game on an emotional level if you are playing through the same level hundreds of times to see minor improvements and new features. That works for spreadsheets and word processors, not games.
In other words, the open-source development process pretty much does not work for "content-based" games. In an application, a user will send you a patch to add a feature they really needed and took the time to create. And if the program really helps them do a job, they might keep working on it to make it better. In the case of a game, a game player is going to say "this game sucks", not send you a patch to relocate decorations in a level in order to increase the moody atmosphere. Or atleast they won't keep sending patches over any period of time. They will quickly lose interest, because they have completed the game experience.
Open source/Free/etc software makes sense because it allows the very intense, but globally tiny work of a few people to benefit all indefinately. If you create a really useful spreadsheet, businesses can benefit for years to come. The benefit of the work is ((users * useful_lifespan) - work_to_create). That model just doesn't make sense for most game development because the useful life span is very short.
The only case where it does work well is in multiplayer games. In those cases, the games can be fun for months or years. And that is exactly were projects like this have succeeded wildly (Counterstrike!).
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