Postmortem on a Student Project 35
Gamasutra continues to expand their coverage of student game design programs, with a postmortem on the student project Insignia. A group of six students spent most of a year working on an RPG/RTS hybrid using the d20 license from Wizards of the Coast. From the entertaining writeup: "The process of pitching our idea was highly informative and gave us an industry perspective, insight and positive feedback from the judges. The pressure of competition also helped really focus the team's efforts rather than the more nebulous approach of most student projects."
Re:I'm above this (Score:2)
Related Stories (Score:1, Offtopic)
So they failed... (Score:3, Informative)
Perhaps they should pitch the game idea to some companies. It sounds like a cool enough concept, especially with an industry that's lacking creativity these days.
Granted, I would have thought that modding the Neverwinter engine would have been easier than the Unreal engine for what they were doing. But I wouldn't know. Would creating the content and effects in NW be all that hard/involved?
Re:So they failed... (Score:1)
Re:So they failed... (Score:5, Insightful)
1) neither the dev house management nor the publisher will risk their reputation publishing an unpolished game.
2) the publishers won't risk their money funding the polish on a new game design.
Re:So they failed... (Score:2)
The idea that game developers crank out 10 different versions of Madden's football because they enjoy it is so naive it makes me twitch.
Everyone wants to do what these kids did, and there's plenty of talent. Turns out that it's easier to have good ideas than it is to have a million dollars to burn on a new concept with an untested devteam.
Re:So they failed... (Score:3, Interesting)
If you want to see what creativity can bring (Score:2)
Nebulous eh? (Score:5, Interesting)
Which brings me to my next question, can schools teach follow-through, or is that something innate?
(And on a related note, if schools figure out how to teach follow-through, will we see some "entertainment" that's better than mass produced game sequels, reality television, or yet-another-AD&D knockoffs we have now?)
(Or is the internet living proof that there really is nothing new under the sun?)
Re:Nebulous eh? (Score:3, Insightful)
Re:Nebulous eh? (Score:3, Interesting)
Lode Runner was written by one guy. Tetris... some of the most fun and original games. Moreso are the games with small development teams.
Software engineering has taught us that there are diminishing returns by throwing more developers at a project - to the point of being counter pro
Re:Nebulous eh? (Score:3, Insightful)
Lessons Learned! (Score:5, Insightful)
From The Article: > It would have been easy to get lost in the development process and let production slip away from us if we hadn't addressed our priorities at the very beginning and throughout the academic year. So for every production decision we made, we asked 'is this going to get us higher marks at the end of the year?' and if the answer to that question was 'no' then we didn't focus on it.
It sounds like the learned the most important lesson in any large project!
> We ran into institutional barriers within the University, with the IT department loathe to install certain software and vehemently opposed to giving us access rights to install it ourselves. We often found that they did a bad job and did not test the software they installed, leaving us to wait for a week or two before they would come down and try to fix the problems.
And ... the second most important lesson too!
Re:Lessons Learned! (Score:2)
As a computer literate electrical engineer I get soooo frustrated with our IT departments lack of understanding of our development process and time frame. Yeah, I know they have their on metrics and have to worry about the marketing folks installing the latest spyware/virus but comeone. Cut us some slack.
Oh, let the flames begin...
You need to licence a 20-sided die? (Score:1, Troll)
(anyone who thinks the above is really farfetched hasn't been reading nearly enough slashdot lately)
Re:You need to licence a 20-sided die? (Score:3, Informative)
Re:You need to licence a 20-sided die? (Score:1)
Do they? Isn't d20 an "open source" game system?
Re:You need to licence a 20-sided die? (Score:3, Informative)
Impressive (Score:2)
Another game project: OpenRTS (Score:2)
I think you left out a goal. (Score:2)
"Our game was intentionally grim, dark, and morally ambiguous. That was the game we wanted to make and the University was happy to let us work towards that end."
Ever think that a game should be fun? The games that have stood the test of time tend to be fun.
Re:I think you left out a goal. (Score:3, Insightful)
Re:I think you left out a goal. (Score:2)
What went right/wrong... (Score:2, Interesting)
What went Right: We got a license, a good team of folks, ambition and potential up the ying-yang...
What went Wrong: Everything else. Too big an idea, using a complex engine that no one was familiar with in a way that it probably wasn't designed, low skills, not enough resources, not enough time...
I've attempted enough game-programming to know that a good idea, early ambition and motivation and basic programming skills account for about 3% of the success of a project. The HARD part is turn
Yeah right... (Score:2, Interesting)
As someone involved with UnrealEngine modding, and other stuff. I have my doubts on that whole section.
I don't know how the deal is with other engines\companies. But Epic provides a lot of information and support to
Frustrated (Score:2)
The problem is that it's grown beyond "by gamers, for gamers" into a huge industry run by corporate executives and marketing groups, with the people actually putting their souls into the games being the lowest on the ladder.