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Game Innovation by the Bedroom Coder

scriptedfun writes "The BBC reports on how bedroom coders might regain their place in the game development world by providing the industry 'an injection of imagination.' Microsoft's XNA Game Studio Express (covered previously on Slashdot) is given a special mention, but the article points out that 'the concept behind XNA is nothing new,' citing Sony's Net Yaroze as another example. With user-generated content fueling innovation in many aspects of technology, current initiatives by the major players to provide easy access to game development tools may just redefine the face of next-gen gaming. Peter Molyneux, creator of Populous, says: 'It's 100% down to the passion that people have, and the ability to perhaps bring in other people, maybe from all around the world on the internet, and create something.'"

47 comments

  1. Balls by dintech · · Score: 1

    The poster should RTFA.
    It shows that popular opinion is that the framework is too crippled to make anything useful and that most people buy games that are of the mainstream FPS, Sports Sim, Killing Hookers variety. Nothing to see here...

    1. Re:Balls by krell · · Score: 1

      Certainly there is room for someone to corner the market with a FPS where you run around the football field throwing hookers at the players.

      --
      Where were you when the voynix came?
    2. Re:Balls by Short+Circuit · · Score: 1

      One of the projects at GRC4 is to create a simple MMOFPS. Modifying the Quake engine to allow a map to force the client to connect to another server would be very, very simple.

      I'm going to do the dozen or so lines of code changes required, and a couple other members are going to do the level design.

    3. Re:Balls by derekned · · Score: 1

      Funny you should mention balls. I have a site that I've recently put up dedicated to sharing XNA projects, and one of my recent projects is actually called "Balls". You can find it here: http://www.threesixbox.com/project?id=2a9221cf3d

  2. Bedroom Coder... by __aaclcg7560 · · Score: 1

    Isn't the market saturated for the Do-It-Yourself (DIY) pornware?

    1. Re:Bedroom Coder... by cptnapalm · · Score: 0

      There is no such thing as pornware saturation. The market is a bottomless pit. And topless too.

    2. Re:Bedroom Coder... by charlesbakerharris · · Score: 1

      I think the OP meant to draw a distinction between "gaming" and "playing with yourself". :)

    3. Re:Bedroom Coder... by __aaclcg7560 · · Score: 1

      What? They don't use the same joystick?! :P

    4. Re:Bedroom Coder... by charlesbakerharris · · Score: 1

      Or if it's really short, they just call it "the paddle" and twist it a lot so that they can hit the ball as often as possible.

  3. XNA is sitffling ? by jfclavette · · Score: 3, Interesting

    What the hell... Except the fact that it is limited to Managed code, there's nothing stiffling about XNA. The only thing it does is provide you with a Game class you derive from, and the Start()/Update()/Draw()/End() methods. The other components, including even the Graphics component, are entirely optional, and if you find them 'stiffling', just don't use them. The architecture for a 'we need to suit all kind of games' product is very good.

    1. Re:XNA is sitffling ? by MBCook · · Score: 2, Interesting

      XNA would have been great years ago when I was always trying to make games. I've looked at it and other than the fact it's from MS it looks quite nice. In fact, my biggest complaint is that if you use it to develop for the 360, only other XNA users can play your games (so if you make a game for the 360 and you want your friend to be able to download it and try it, they have to have an XNA subscription too). That limitation seems VERY arbitrary to me. Otherwise it seems quite well done.

      But even if you don't think so, at least they are trying to do something. Apple doesn't seem concerned with games at all (based on graphics card choices). Linux doesn't have a central authority who can push something like this. Nintendo keeps their consoles perfectly closed, and while Sony will let you develop in a locked down environment (Net Yahorze, PS2 Linux, PS3 Linux) they don't make it nearly as easy as XNA seems to be (unless that changes for the PS3).

      Gotta give MS some kudos.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:XNA is sitffling ? by digitalgiblet · · Score: 2, Interesting
      I do find it annoying that XNA only supports ONE type of game pad... the XBox 360 controller.

      There are workarounds, but the 360 controller is the only first class citizen... It looks like a nice controller, but come on! DirectInput is nice because of how easy it is to abstract the input devices. For XNA to be viable for PC games, it really has to support legacy hardware...

      I also haven't been impressed with graphics speed. I'm just getting started with XNA, so I'm really making the graphics statement based on the SpaceWar starter kit. It is probably not the best example, but it is the only one I've looked at in depth.

      Another option for bedroom programmers (who came up with THAT name???), is Phrogram. It was called Kids Programming Language, but my how it has grown. The new commercial version (which I think runs about $60) can compile MSIL code, so it can run in the .Net JIT CLR. I've seen better samples from Phrogram than XNA, but that could change since XNA is still in beta.

      I think it would be great to lower the development bar so that a greater number of creative people could get involved. Think of how many great mods there are for existing games. The best games aren't always made by the best programmers...

    3. Re:XNA is sitffling ? by Osty · · Score: 2, Interesting

      In fact, my biggest complaint is that if you use it to develop for the 360, only other XNA users can play your games (so if you make a game for the 360 and you want your friend to be able to download it and try it, they have to have an XNA subscription too). That limitation seems VERY arbitrary to me. Otherwise it seems quite well done.

      Give it time. The current beta can't even target games for Xbox 360, so when V1 releases with 360 support (for subscribers) that'll be huge. And surely there are plans to do much more with this. The thing is, this is really new to Microsoft. They know how to manage development communities (been doing it for years with Windows), and they know how to monetize a platform (again, been doing it for years with Windows), but what's new is allowing their development community into a tightly controlled platform (Xbox 360, Xbox Live Arcade) without jeopardizing the existing monetization efforts. I'm sure they'll get there, perhaps with something like a $5/mo "XNA User" subscription that will let you play community-created games (a subset of the $100/year "XNA developer" subscription that allows you to develop games as well). I think this is one area where you can safely bet on Microsoft doing well.

      My biggest complaint is that the 360-centric focus of XNA means that you're forced into using shader code that is widely unsupported outside of the Xbox 360 or higher-end video cards. My relatively powerful year-old laptop chokes on XNA games at 1-2fps. I can understand the limitation, but it means that I can't build my own games until I upgrade my laptop (it's my main development environment, and I don't have a desktop with a more powerful video card anyway).

  4. Case in Point: The GP2X is *Hot* .. by torpor · · Score: 3, Insightful

    .. because of the bedroom coders. Such a platform wouldn't have survived - and done as well as it has - without bedroom coders.

    The major platform/console mfr's need to recognize this. Hopefully we'll see them do so in the near future..

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    1. Re:Case in Point: The GP2X is *Hot* .. by 4D6963 · · Score: 1

      The only thing is that, as you and I (A_SN) have discussed on #gp2xdev, there's hardly any good fully original game being made for the GP2X (yet), all we ever come up with is ports, clones and emulators, as the topic of this article is game innovation.

      Surely the GP2X is hot because of the community of developers around it, but surely not because of any game innovation.

      --
      You just got troll'd!
    2. Re:Case in Point: The GP2X is *Hot* .. by AcidLacedPenguiN · · Score: 1

      Yes, all 400 of you have made the GP2X so hot.

      Okay, so in all seriousness the GP2X is a good looking system and I wish I had one, but the problem is that the normal handheld system buyer has never even heard of it, and on top of that there has been 1 game officially released for it, with one "on the way"? If the GP2X is to score any recognition at all it needs "real" games that the average kid in EB can pick up and look at the box art for, not more tux racer and frozen bubble ports. Christ, for that matter the GP2X needs shelf space at the average EB before it can become a hot commodity.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    3. Re:Case in Point: The GP2X is *Hot* .. by torpor · · Score: 1

      For what other games console can you name 400 developers? (grin) You can go to gp32x.com right now and get yourself a list of thriving coders making daily releases.

      The GP2X has 2 released commercial games, not 'just 1'. And over 1,000 non-commercial releases. This is why its hot: its a wild frontier for people to get their game code on unhindered by competition and market posession by bigger fish.

      EB, and other retail outlets, are owned by commercial developers, and people with a vested interest in seeing that homebrew consoles don't edge in on that space. Don't count on such vendors ever letting in the 'little guys' - this doesn't mean the little guy won't grow, though. 40,000 shipped units is not a trifle, and if you're a homebrew developer looking to cottage-industry your apps into a viable expanding market, this is it. 1,000 customers is still a lotta moolah for the little guy.

      Every single day we hear of new coders working on apps for the GP2X, and almost every week we hear of someone in this community making a deal for real $$$ with their games and apps. This isn't going to stop, and is a viable tractor of new innovation..

      Case in point: Did you ever think you'd run this on your portable game console, with a simple download? How about this?

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    4. Re:Case in Point: The GP2X is *Hot* .. by AcidLacedPenguiN · · Score: 2, Insightful

      oh sorry that second one must have come out in the last few months. You didn't have to get all high and mighty about it, All I was saying is that for it to be a competitive handheld system it has to sell far more than 40,000 units and it has to have software that is easy (read: you take it out of the package and put it in the system and it works) for people who aren't computer savvy. Do you believe that the Nintendo DS would be just as successful in selling over 22 million units if for all of the software, you had to download it then put it on a flash disk?

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    5. Re:Case in Point: The GP2X is *Hot* .. by torpor · · Score: 1

      oh sorry that second one must have come out in the last few months. You didn't have to get all high and mighty about it,

      If I came off that way, I apologize .. its just that, you see, I'm a very inspired GP2X developer driven to do innovative things with the GP2X handheld (such as port MidiShareGP2X, use the GP2X's as a host platform for music-composition apps, etc).

      I'll agree with you, for sure, that maintaining an SD-card is tricky for most people, but in fact this is not a requirement of the GP2X, for it supports such ease-of-use as "insert cartridge, turn on, play" out of the box. Developers can ship their games in such a way that, if extracted to a fresh SD card, that SD card functions just like a gameboy cartridge.. its just that the perception of the need within the existing coder/hacker scene is not there so perhaps you're not seeing that the GP2X is, indeed, capable of that functionaly you require.

      In fact, dig a bit deeper into the admittedly murky (*ahem*) GP2X scene, and you'll see that there are indeed "GP2X MonsterPacks" that are prepared by a smart few for just this purpose: put contents of MonsterPack on fresh SD card, put SD card in GP2X, boot up, and play. Just like your Gameboy.

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  5. The GRAPHICS!!! by DoktorSeven · · Score: 5, Insightful

    TFA:
    "Peter Molyneux from Lionhead Studios says: 'I was lucky. I could start with a friend and we just worked on this crazy idea called Populous and that's where we came from.

    'Those days, unfortunately, have gone.

    'What we created was amateurish to be honest with you, if you compare it to today. What we are dealing with today are not only fantastic game designs, but amazing quality visuals. '"

    "Amateurish"? Populous? I would much rather play Populous than Black & White or his other new "pretty graphics" game any day of the week. Populous may look simple, but there is a great game under there, and to me, that is NOT "amateurish." Just because a game doesn't have the latest 3d gee-whiz, two billion polygons, real-time lighting, and perfectly rendered pubic hair does not make it "amateurish."

    Game developers, as well as gamers, need to figure out that good games *can* look like they did in the old days, even today, and still be fun. I don't play a game for the pretty graphics, I play it for the gameplay.

    --
    This is a sig. Deal with it.
    1. Re:The GRAPHICS!!! by Anonymous Coward · · Score: 0

      Hey! I don't think the pubic hair rendering in Ron Jeremy's Pro Gigolo is something to scoff at. We really need that level of immersion!

    2. Re:The GRAPHICS!!! by Anonymous Coward · · Score: 0

      It's a perfectly rendered pubic fur shader, you insensitive clod!

    3. Re:The GRAPHICS!!! by cliffski · · Score: 2, Insightful

      Bless you my son, we need more people like you.
      Im tired of graphics demos dressed up as games too. Im al;so tired of people who wont even review a game unless its '3D' or supports bump-mapping / HDR lighting / this months buzzfeature.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    4. Re:The GRAPHICS!!! by Anonymous Coward · · Score: 0

      This is why I like Introversion. They focus on GREAT gameplay while injecting just enough visuals to represent everything. Uplink, Darwinia, and to an extent Defcon, are all excellent -GAMES- and not just pretty graphics demonstrations.

    5. Re:The GRAPHICS!!! by Anonymous Coward · · Score: 0

      I think you are confused on why populus was so popular.

      Sex sells.

      Only in Civilization (another hugely popular game) do the characters have more sex. One can almost say that's the point of the game, outbreed your opponent.

  6. mmorpg over hybrid p2p... by kbonin · · Score: 3, Interesting

    There's plenty of private groups doing neat things...

    <plug>

    I run a small group, some of us game industry veterans, creating a MMO system over p2p. Cross platform front end w/ CgFX shaders over OpenGL or DirectX (= portable to next gen consoles), back end is hybrid of p2p with very few database and certificate authorities, all secured by very strong crypto. User content, fully scriptable (Lua now, Java soon, C++ if core group signs it), art paths for Max and Milkshape. Network includes IM, social network, bt based content and file exchange, voice chat, and micropayments with gateways back into traditional credit card processors. Plan to release as free for non-commercial use, most source will be opened (later.) And all development funded by the developers, who are tired of knowing how to do something really cool, and watching it destroyed by our previous employers (Accolade, EA, OnLive, and others...) We're getting ready to go public with demo, could use a few more experienced game coders, really need artists, but figure demo will attract all we need. :) email kerry at vscape.com if interested...

    </plug>

    1. Re:mmorpg over hybrid p2p... by $1uck · · Score: 1

      That sounds extremely cool, do you have a website? I've often thought a mmo that worked around p2p and user generated content(scripting) would be nice. Although a hackers dream... though maybe if the game revolved around hacking... like some sort of cyberpunk mmo.

  7. Will a GAME Maker please ADD this for GODS SAKE by lordmage · · Score: 0, Offtopic

    in an RPG, you have spells that you wear constantly. Dungeon Siege, Pool of Radiance, etc.. and there are spells you cast on your party members constantly. These spells should all be MAINTAINABLE!

    Best MUD I played was one where you could add a spell that you wish to maintain and then on occasion hit "spellup" and it would spell you up, ignoring the spell if you already had it active. Oh wait I created that one... and then beefup to spellup others.

    Please make games do this.. it would make the game easier to manage and less drudgery. Its hard for me to play without that spellup command. Even just the simple 3-4 spells in Oblivion you had to constantly cast.. and its ANNOYING!!

    Winston
    www.mageslair.net

    --
    I can program myself out of a Hello World Contest!!
    1. Re:Will a GAME Maker please ADD this for GODS SAKE by Cecil · · Score: 1

      Er, did you ever chance upon the spell creation altar in the Wizard's University in Oblivion? You could quite easily create a spell that gave yourself all the buffs you wanted all at once. Or you could enchant them all upon rings or amulets, too.

    2. Re:Will a GAME Maker please ADD this for GODS SAKE by lordmage · · Score: 1

      Yep.. but the combination spells were generally too small of duration.. and had to cast them a ton. I finished the game but my biggest challenge was encumberance. I created 4 feather spells besides the ones in the game and would cast them all just to haul some EQ around.

      One click and all plus a water breathing plus extra armor.. fire resistance.. etc would be nice!

      --
      I can program myself out of a Hello World Contest!!
  8. Yaroze and XNA are not comparable by CDarklock · · Score: 1

    The failure of the Net Yaroze was that it was only provided to a Japanese audience; American developers like me could never get our grubby little hands on it. XNA is available to everyone. I think that's going to be far more successful than Sony's Nippon-centric garbage.

    Don't get me wrong; Sony has a perfect right to release products only in Japan. It's just a wee bit hypocritical when they claim their Japanese-only product is designed to foster and encourage community. If Microsoft did the same, it would be called racist and anti-competitive.

    --
    Microsoft cheerleader, blue flag waving, you got a problem with that?
    1. Re:Yaroze and XNA are not comparable by Anonymous Coward · · Score: 0

      The Yaroza was available in the US. I'm a US developer and I had one, I think I even still have it somewhere.

  9. bedroom coders own by Wizzerd911 · · Score: 0

    There is a distinct advantage to having one single person design an entire program/mod/game/piece of software. It's fast, it all works together well, and there's no huge delays for stupid stuff that most game developers do.

    --
    Is it just me or is it not going to upgrade to Vista in here?
  10. Yaroze was NOT Japanese-only by Hobart · · Score: 1

    http://en.wikipedia.org/wiki/Net_Yaroze

    http://web.archive.org/web/19980626131204/http://w ww.scea.sony.com/ <-- Snapshot of the US Net Yaroze page from 1998

    --
    Slashcode bug # 497457 - unfixed since December 2001 - Go look it up!

    --
    o/~ Join us now and share the software ...
  11. Not a Japan-only thing... by vain+gloria · · Score: 1
    The failure of the Net Yaroze was that it was only provided to a Japanese audience; American developers like me could never get our grubby little hands on it. XNA is available to everyone. I think that's going to be far more successful than Sony's Nippon-centric garbage.
    Net Yarozes (is that even how you pluralise it?) were definitely available to a European audience. There were some fun retro-styled games on Official Playstation Magazine every month. The wikipedia article on the Net Yaroze even mentions them being provided to UK universities as well as being sold direct to enthusiasts. The article cites the existence of a US model too, but details are typically stubby.
  12. there's still innovation all over the place. by cowscows · · Score: 2, Interesting

    I don't think that innovation or creativity is gone from the game industry. It's probably at an all time high. It just appears to be lacking because their are lots of "me too" titles being put out as well, often with a lot of publicity and hype. There are plenty of companies that are perfectly happy to churn out franchises and incremental sequels, and there's nothing wrong with that. There's obviously a market for continously refined gameplay, or else companies would stop producing them. It just so happens that those sorts of games are quicker to make, so we hear about them more often, and they're generally produced by well funded companies that can advertise a lot, and so we see a lot of them.

    Add in the fact that a lot of the "easy" innovations, the real big shifts in game play, have already happened. There are a lot of different genres out there, almost any worthwhile idea that you have is going to be similar to something that already exists. Which isn't to say you're not innovating, just that it's not likely to be some sort of earth-shattering revolution. Something significantly different than we're used to, like non-tradition control schemes(Exhibit A: Nintendo), will allow even the more conservative developers to innovate in more blatantly obvious ways. These innovations will have a great "bang for your buck" ratio, because there's a lot of uncharted territory. A nice example being EA and their madden game on the Wii. Having you actually motion like you're throwing the ball to pass is an obvious direction to take the game in, yet it'll be a very new way of playing for gamers. Compare that to trying to write an innovatively intelligent AI for an FPS, which is likely to be much more difficult to pull off, and at the same time be something that you'd need a good amount of gaming experience and play time to really appreciate.

    Innovation is still very much alive and going strong, it's just harder to see amongst the crowd of more standard stuff being produced today, and the huge library of stuff produced in the past.

    --

    One time I threw a brick at a duck.

  13. Bedroom programmers? by brkello · · Score: 3, Funny

    I don't really know if anyone other than my girl friend would want to play the games I come up with in my bedroom. It is generally designed for 1-2 players (theoretically it could be more, but that might destroy multiplayer in general, making it single player for awhile). The best part is, everyone wins and you get some good exercise in as well.

    --
    Support a great indie game: http://www.abaddon360.com
    1. Re:Bedroom programmers? by Anonymous Coward · · Score: 0
    2. Re:Bedroom programmers? by AcidLacedPenguiN · · Score: 1

      that sounds really, really kinky. I mean who's sexual fantasies include star wars blasters, jedis, AND track & field???

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  14. Well.. by Anonymous Coward · · Score: 1, Funny

    After all, Coders need SOMETHING worthwhile to stake claim to in the bedroom.

  15. My own ideas by bluefoxlucid · · Score: 1

    I had a spark of an idea between Invasion: Battle of Survial; Tales of Legendia's story; and Zela 3's gameplay. Project Nightwork lays it out in a Zelda 3 example.

    The basic idea? Massive tactics. I am tired of tactics with no story and "flood with warriors" gameplay. I'm tired of stories with lovely tactics and "go kill something" gameplay (Tales of Legendia). The visual influence in Zelda 3 did it for me, I just thought, "Hey you know what would make this game cool...."

    I'm not a game designer; I have ideas. They're out there. If you like them, take them, tell me, I'll look forward to something cool.

  16. Artwork by RAMMS+EIN · · Score: 1

    The problem with game development is not really in the code, and it's not in the storyline, either. It's in the artwork. I guess that things like XNA will lead to a lot of sharing of artwork and a lot of artwork being available for games, and that can only be a Good Thing.

    --
    Please correct me if I got my facts wrong.
  17. Clever by skrugen · · Score: 2, Funny

    From the XNA FAQ:

    Q: What does XNA stand for?
    A: XNA's Not Acronymed

  18. Ashy to Cashy by Baby+Duck · · Score: 1

    No thanks. I've seen the massives make game content:

    28,954 simultaneous games of Big Game Hunters Mucho Money

    --

    "Love heals scars love left." -- Henry Rollins

  19. Odyssey Project by MatrixCubed · · Score: 0

    I suspect my own game project falls into this category. While not state of the art, it certainly is something I'm striving to make interesting, unique, and featuring a number of items which the Big Guys just aren't ready to stomach, given their targetted user-base.

    It's about a year from real usability, but we'll see where it goes :)

  20. I'm a bit of a bedroom programmer by GreggBz · · Score: 1

    Microsoft's tools are very good, DirectX has just about caught up to OpenGL and .NET is a pleasure to develop with. IMO they are really care about their DirectX and X-Box SDKs. So it's almost there, really. It's almost possible to develop a great game from your bedroom, but it's still a ton of work. And you can't code art.

    What usually kills most projects is the art. Interestingly there is this stigma that is attached to artists, you know, will work for free. They take quite a bit of offense to this, and generally, won't work for free. What's ironic, is that most of us bedroom programmers are working our ass off for free, yet artist working on the same project expect monetary compensation. Art seems to kill more projects then any other issue. Art is about as much work as coding, so I'm not belittling it, but guys, were all in the same boat ok?

    A lot of current developers are also re-making games that were innovative, and generas that have kind of disappeared in the mainstream. Adventure games, text adventures, edutainment, hard SCI-FI, etc..

    But, utimately, I think their has to be a real reward for the bedroom coder. I do it for the love, but that's getting old. Maybe more incentive and recognition from Microsoft will move some of us off the PC on onto the XBox 360 instead.