How I Saved the Gaming Industry
Jamie found a nifty blog entry where indie game designer Jeff Vogel writes about game engine and art re-use. He is criticized for not rewriting his core engine for a decade. It's an amusing little rant with thoughts that actually might apply to anyone working in engineering.
Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars.
Maybe you should pay yourself $15 million a year and then hire a bunch of middle management and pay them more than the developers that do all your actual work. Be sure to insulate yourself from any actual work. That's when you can be considered "in the know" about the gaming industry or more specifically "in the money laughing as consumers suffer through your titles." Then you too can siphon off funds while your company languishes in the red just like the big guys.
My work here is dung.
I was going to post my blog entry on how I single-handedly saved the porn industry.
Here we have a game developer that noticed that good gameplay and good stroy > fancy technology. If only the major studios would come to the same conclusion :-(
I, for one, know what it's like to try to save an entire industry as well.
Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.
I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.
It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.
It's not just games. In the finance industry I've witnessed many failures of projects to re-write systems from scratch. Some of the best teams just keep updating their old lumbering system, occasionally slapping a web interface or window dressing on it. But it works! And they ship on time! And they make money! And that money goes to fund these colossal re-write failures.
Reminds me of the excellent Write Games, Not Engines.
A lot - and I speak from experience - of prospective games developers get so wrapped up in tweaking their engines that they never actually get around to writing one game, let alone a series. And that's why the Intartubes are littered with the sad corpses of hundreds of open source game engines, some of them rather good, in various states of disrepair and abandonment, and so few really outstanding open source games.
If you were blocking sigs, you wouldn't have to read this.
This guy has it exactly right. I don't need a new engine, just new levels or a new story. I would LOVE to pay for new high quality episodes for the original Doom engine. Game after game comes out on the Adventure Game Studio engine, and I love it. I never heard of this guy before, but the Avernum series seems to be supported by Wine (platinum!) so I'm going to give it a shot. When your formula is good, "more of the same" is a great thing.
Give me Classic Slashdot or give me death!
I'll take an ugly but fun game over a pretty but boring game any day. I like high-end graphics as much as the next guy, but not at the expense of gameplay.
I can imagine something looks better than it does...I can't imagine it's more fun to play than it is.
Living With a Nerd
... the defining method to determine if a game is an RPG or not is if game engine itself penalize someone by denying access to some game content. No joke:
"Where then does that leave the modern RPG? The game where making choices actually results in missing out on things? The game where you don't get to use the best axe because you're focussing on guns instead? While RPG becomes a modern marketing phrase to slap on titles in the hopes of selling additional units and some companies are making real efforts, the truth is, the core mechanics of the most successful RPGs released by the main-stream developers are becoming less and less RPG like."
Two more gems:
- Games that use the same game engine are not new games, with the implication that they are therefore not worth playing 'again'.
- the claim that any company that produces a game labeled as an RPG will go out of business in short order because of that decision.
I could do a point-by-point, but there's no ...erhm... point. I'd just ignore this posting if I were Jeff.