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Education Entertainment Games

Independent Games Festival Announces Student Showcase Winners 16

The Independent Games Festival has made this year's picks for the ten best student games. More detailed descriptions of each of the games are available at the IGF's website. These are games (and developers) to watch because, as Gamasutra points out, "Notable previous IGF honorees include many of today's breakthrough independent games, from Number None's Braid through 2D Boy's World Of Goo and Invisible Handlebar's Audiosurf. Previous Student Showcase winners have included Narbacular Drop — subsequently evolved into Game Developers Choice Game Of The Year winner Portal — and Cloud, from the student team who then created downloadable titles Flow and Flower."
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Independent Games Festival Announces Student Showcase Winners

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  • by ledow ( 319597 ) on Friday January 23, 2009 @08:37AM (#26573047) Homepage

    It's possible, but people are getting lazy now and are usually much more specialised.

    A lot of the old teams were more than one person too - Codemasters for instance - but I know what you mean. It's not that it can't be done, it's that people don't spend several years solely on one game any more, or that they feel they need graphic artists and musicians and level designers etc. because they can't do it themselves. To an extent, that is true, but the idea of a game is to be... fun. Crayon Physics was one person, I believe, and that's taken a couple of years to come to fruition.

    Nowadays, people tend to be "coders" or "artists" or even more specific such as "AI coders", "GUI coders", etc. and there isn't much done without a small team because people are aiming for pretty results from the off. But then, from a coders point of view, I currently have an idea for a game I want to do and I find it hard to start because although I have the game code at the starting stages, I'm not getting good visual feedback from my code so I tend to get stuck in a rut and have to force myself to program. I know that once I get the bare basics of the graphical side up, I will start getting sucked into making the game work as I imagined it and start to "see the code" I need to write rather than just write it.

    Collaboration is good, especially for rapid results, but it's the gameplay that makes a game. Personally, I found Crayon Physics a brilliant idea that didn't last long. I really wanted a lot more levels, a lot more freedom, a lot more tools. I can remember taking twenty attempts to join a line to the point that I wanted it to join to. On the other hand, I played Peggle (which is a very basic pinball kind of game), which isn't really my sort of thing at all, and I played it for DAYS straight. It wasn't the graphics (99% of it is red and blue circles and the rest of the graphics just get on my nerves) or the sound, or the controls, it was the gameplay. It was smooth, easy, pick-up-able, intuitive and it just worked.

The rule on staying alive as a program manager is to give 'em a number or give 'em a date, but never give 'em both at once.

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