Bad Game Designer, No Twinkie? 65
Thanks to Globe News for their interview discussing game design pitfalls with Ernest Adams, columnist at industry site Gamasutra, in relation to a recent Toronto game design lecture. Adams' talk, called 'Bad Game Designer, No Twinkie', has the premise that "whenever game designers add an annoying, sloppy, illogical or cliché game design element, they are denied the junkfood they love so much", and in the interview, Adams also laments the inherent difficulties in making games: "If you imagine what it would be like if you had to invent a new projector for every movie, that's what it is for game development", as well as gaming award shows, which he says "...tend to confuse the difference between technological achievement and aesthetic achievement."
thats dumb (Score:1)
no bad games were successful? (Score:5, Insightful)
What the hell? Is this guy actually claiming that Enter the Matrix (which was very successful commercially) was not a bad game? What about Black and White?
There has been a long, long list of games that were steaming turds and yet sold very well at retail.
Re:no bad games were successful? (Score:2, Interesting)
It seems to me it's all about deciding what makes a game good. I belive that trying to do something that was never done before(deer hunter, B&W), having impressive graphics (Myst, FFVII) or even just using a franchise succesfully (Enter the Matrix) makes a game better. A game doesn't have to do everything right to become a hit. Plenty of times it's enough to do one thing really, really well.
A "well educated" gamer has played more than enough good games that he can become way less forgiving with a game'
Re:no bad games were successful? (Score:2)
Re:no bad games were successful? (Score:2)
Enter the Matrix, like every movie-franchise video game adaptation, sucked.
Black and White was a very good game that was realesased unfinished. Blame the marketing drones.
Re:no bad games were successful? (Score:1)
Enter the Matrix, like every movie-franchise video game adaptation, sucked.
"Every" movie game adaptation? "Spider-Man: The Movie" did pretty well, and is, IMO, a really fun game. Never before or since have I really had the feeling in such a game that I was controlling a true super-hero.
Re:no bad games were successful? (Score:2)
Yes, every movie-to-videogame transalation sucked.
Spider Man: The movie included.
Now, Spider Man on PSX (the first good ol' playstation) was a great game, and never before or since have I really had the feeling t
Re:no bad games were successful? (Score:3, Insightful)
There has been a long, long list of games that were steaming turds and yet sold very well at retail.
I think that he was definitely wrong, but it's important to point out that he wasn't TOO wrong. While there are definitely a few examples of bad games selling well, for the most part they aren't "commercially successful". Black and White was probably a s
Re: no bad games were successful? (Score:1)
> There has been a long, long list of games that were steaming turds and yet sold very well at retail.
s/games/retail products/
Sturgeon's Law doesn't say that 90% of everything doesn't get sold...
Re:no bad games were successful? (Score:1)
Matrix sucked though.
Re:no bad games were successful? (Score:1)
Black and white I loved too, highly innovative, more of a proof of concept then a game however, I never played it for more then maby 10hrs total.
Bad Game features (Score:2, Interesting)
Re:Bad Game features (Score:2)
Uh.. as far as the mail goes... the show took so liberties, but the characters in the show were using flashmail, which is what you use to arrange parties. For the most part, it never went beyond that.
Inventory.. yeah, I agree that's a bit bad.
Equipment... maybe your members are broke?
And as for the towns, do you need all that room? They're too big as it is half the time. But we can explain this by saying the version the anime characters used took too many resources on t
Re:Bad Game features (Score:1)
standardize! (Score:3, Interesting)
Hollywood makes movies on film. The same technology, the same cameras, the same editing equipment (and probably the same actors) are going to be used on every production. So it's basically easy and (relatively) cheap to make a movie, unless you need tons of extras or some new tech.
I think gaming should go in the same direction,
and we're starting to see it happen. Many games use the same engine (Lithtech, ut2003,etc.) and that's going to lower the bar for making a game.
When you don't need to reinvent the wheel every time you want to make a game, but instead can focus on the story, the backdrop and the characters, I think gaming will be ubiquitous. Sure, you'll always have the large corporate politically-correct games, but when it becomes easier for 'indie' designers to make large-scale games, we'll see the dawning of a new era.
Re:standardize! (Score:2, Interesting)
Re:standardize! (Score:1)
Re:standardize! (Score:3, Interesting)
Perhaps if I enjoyed more than Doom in the FPS genre or any RTS game I might be into the n-th generation FPS engine or
Re:standardize! (Score:2)
Perhaps if I enjoyed more than Doom in the FPS genre or any RTS game I might be into the n-th generation FPS engine or n
Re:standardize! (Score:1)
Re:standardize! (Score:1)
Re:standardize! (Score:1)
Rune (3rd person melee platformer), Deus Ex (3rd person RPG/shooter), and UT were all made on the Unreal engine. Someone added Tetris to Counterstrike (which is a Half-Life mod, which was made starting with the Quake engine). Dark Reign 2 (RTS) uses technology that many of us first heard about as being licensed for Team Fortress 2
Game: Featureing a new wheel! (Score:3, Interesting)
Right now I am faced with the issue of game engines. Since I'm doing the 'slideshow of images and video' approach, the only commercial tool out there is Director [Flash doesn't handle long videos]. The school has Director, but only educational versions which are branded as educational and legally not allowed to be seen outside of the classroom. I have been trying to find an engine that will allow me to create a game [technologically] like Riven [cyan.com], that's portable to MAC and PC. It's either that or make a brand new engine, which I don't have time to do with-in the scope of the project.
So far there are not any OSS/Low cost solutions that I have found. Any pointers are appreciated and welcomed!
Re:Game: Featureing a new wheel! (Score:1)
You can dig up the older, cross-platform version (3.frog-knows) if you're not concerned about OS X compatibility. It'll be quite cheap, too.
Sadly, there's no OSS presentation software of this caliber.
Re:Game: Featureing a new wheel! (Score:1)
Re:Game: Featureing a new wheel! (Score:2)
Re:Game: Featureing a new wheel! (Score:1)
pyzzle is a game engine made with pygame for myst style games.
Have fun!
http://www.holepit.com
No Way! (Score:4, Funny)
You can have my crates [oldmanmurray.com] when you pry them from my cold dead hands.
(Miss you, OMM!)
There should be Designer Canons (Score:4, Interesting)
Such an example I would make is Morrowind; now regardless of whether or not you like Morrowind, no one can deny that it is epic in scope and succeeds in doing what RPGs have failed to do in general: a true non-linear questing system, as well as open-ended magic and open-ended character development, where the character develops naturally based on what you do, and the skills you use. Those above mentioned attributes make the gameplay in Morrowind something that should be both examined and re-implimented else where. In this example, I chose morrowind to prove my point, but you can apply this to many genre-breaking/creating games. There SHOULD be a list of games that every developer should play so that they can not only know what the 'masters' have done, but so they can improve upon it as well.
Re:There should be Designer Canons (Score:1)
Re:There should be Designer Canons (Score:1)
I think all developers should be forced to play seriously buggy games as close to completion as the bugs permit (not saying until they encounter a bug, but rather until they complete the game or come to a point where the game has actually prevented them from completing it several times).
Then the publishers should be forced to do th
Re:There should be Designer Canons (Score:2)
PS: If youve never tried the expansions, do. They add a lot of stuff, and remove some problems, not the least of which are the *MAJOR* usability improvements to the quest journal.
Re:There should be Designer Canons (Score:2)
There SHOULD be a list of games that every dev
He's been giving versions of this talk for years.. (Score:1)
Console ports need representation too. (Score:1)
Does that hold true for console port-ers as well? If so, there would be a lot of starving programmers due to the "save points", "save gems" (or just no in-level saves in general). I still don't understand why the console attributes are shoehorned in to a PC port, tainting what could be an otherwise good game. (Oh wait. I forgot about "Marketing" and "movie release dat
Re:Console ports need representation too. (Score:1)
A bridge too far? (Score:2)
I agree with Adams that there should be a level of criticism when
Re:A bridge too far? (Score:1)
Re:A bridge too far? (Score:1)
You mean like one of the C&C games having it's cover art changed or MS Flight Simulator having a patch after 9/11, in both cases removing the World Trade Center (in the first from the cover, in the second from the game)? Or like the recent story here about a p
Re:A bridge too far? (Score:2)
Re:A bridge too far? (Score:1)
It was Red Alert 2, which revolved around the standard Red Alert storyline of an alternate universe where time had been altered during WW2. The game allows you to destroy (or defend) many well-known locations in the US as the Russians invade the country, and the cover art depicted the towers burning. My copy of RA2 has that cover art because it shipped some time befor
SCUMM engine rocks! (Score:2, Interesting)
Re:SCUMM engine rocks! (Score:1)
This isn't quite true. Sure, graphics cards weren't pushing the boundaries quite as often and developers were a little slow to push the existing boundaries themselves, but they were still pushing the graphics forward. Consoles went from 8 to 16 to 32 bit graphics, pushing the graphics forward with each iteration, and PC game developers were trying to push the graphics forward in their own fields
Re:SCUMM engine rocks! (Score:2, Interesting)
Re:SCUMM engine rocks! (Score:1)
Re:SCUMM engine rocks! (Score:1)
I did. Many times. I think contra had wonderful replay value, and I've spent more hours playign it then lots of the story-driven schlock that comes out today.
The fact is, people have different tastes. Some people want a long, in depth game with a huge story. Others, like myself, want to turn on
Excuse me Mr. (Score:1)
Using technology, be it a pencil, a brush, a new algorithm to make beutiful art work is well established. For example when the printing press came around, many more people were able to write things others could read. Resulting in many good books. Without computers masses of art work would not exist. The list is massive.
I think instead of seperating the 'art' people from the 'music' people and the 'game desi
Re: Excuse me Mr. (Score:2)
> Does Mr Adams want all the technology people to be given twinkies and be locked in a cave?
Isn't that the programmer's life already?
Sure, maybe we eat Snickers rather than Twinkies, and get locked in cubicles rather than caves, but that's just a different skin on the same engine.
Who is he trying to kid ? (Score:2)
What a complete and utter load of bollocks. There's about as much creativity in
Gaming Industry vs Hollywood (Score:1)
Another way to word his analogy that may make it clearer is that in movie production you basically have a story to tell, and a process of coming up with an recording the visualizations to tell it. Every time a studio makes a movie, they certainly don't recreate the camera they use to film