Postmortem on a Student Project
Gamasutra continues to expand their coverage of student game design programs, with a postmortem on the student project Insignia. A group of six students spent most of a year working on an RPG/RTS hybrid using the d20 license from Wizards of the Coast. From the entertaining writeup: "The process of pitching our idea was highly informative and gave us an industry perspective, insight and positive feedback from the judges. The pressure of competition also helped really focus the team's efforts rather than the more nebulous approach of most student projects."
Probably the most valuable lesson to be learned from this is that the nebulous approach never really gets a person anywhere. No matter what the industry, it's all about follow-through. How many folks out there started writing/coding/desinging the perfect game? How many folks still have a stack of notes out there in a closet somewhere, under a stack of 5.25 floppies, that would have been a great novel, or the next Freecraft?
Which brings me to my next question, can schools teach follow-through, or is that something innate?
(And on a related note, if schools figure out how to teach follow-through, will we see some "entertainment" that's better than mass produced game sequels, reality television, or yet-another-AD&D knockoffs we have now?)
(Or is the internet living proof that there really is nothing new under the sun?)
Trying to use sarcasm in text-based forums does not work.