Prototyping 50 Games in One Semester
StarEmperor writes "Gamasutra has a good feature about four grad students who created 50 games in one semester. The article presents their insights about game design, evaluating gameplay, and generally what makes for a fun game."
...storyline. Grim Fandango, for instance, is one of the most amazing games I've played. It has a great story, a unique style, and hilarious bits thrown in here and there. Being able to interact with a story can be brilliant; I think this is where some of the Final Fantasy series' popularity comes from.
I'm always happy to see stories like this. There are huge gaps in entertainment for low dev costs and this is how you make them fly.
-No, your games aren't going to be in WorstBuy anytime soon.
-No, your games aren't going to get any attention whatsoever from the media.
-No, you won't be able to afford porting them to the console du-jour.
-No, you won't attract VC to grow your business.
-Yes, you will have some loyal consumers. Make your games multilingual (i18?) and you'll have many.
-Yes, you can build a very successful enterprise.
In all cases that's the way doing something original works. I wish more young Americans had this kind of attitude and perserverance.
I just hope they are smart enough to keep going on their own instead of using it as a resume builder.
http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
And as a CS grad student, how is this different from every other semester and summer?
I've played the Tower of Goo game. It's really a fun "casual game" sort of game, and honestly, they came up with an idea that was fairly different from much of anything else out there, which isn't easy to do. They didn't just make yet another Tetris clone, or a Bejeweled clone, or some other puzzle game that's been done a million times, they seem to have tried to come up with really innovative game ideas.
The Experimental Gameplay Project has a lot of really unique game concepts like this.
ZuluPad, the wiki notepad on crack
For FSM's sake! 2.5 years old.
*sigh*
http://www.kongregate.com/
Desktop Tower Defense is pretty addictive (for a while anyway):
http://www.kongregate.com/games/preecep/desktop-tower-defense
Also liked this one:
http://www.kongregate.com/games/AlejandroG/spin-the-black-circle
Nerd rage is the funniest rage.
This article basically says that shorter development cycles produce a better product because of diminishing returns. What it doesn't state is whether this development cycle increases or decreases the burnout rate for developers.
I think it would be a nice follow up to do an extended study of this kind of development cycle in a corporate environment and examine the turnover rate for developers. Will they be intrigued by working on something new every week, or will they get tired of the quick turnaround and quit?
One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
but someone here mentioned it a loooooooooooong time ago.
http://games.slashdot.org/comments.pl?sid=173642&cid=14446612
"The New Age. The New Beginning."