BioWare Holds World Design Contest 93
grayblob writes "BioWare is holding a World Design Contest to find talented level designers to work in Austin on their first MMORPG. To enter you must create a module with a 20-40 minute playtime in the NWN1 toolset. The module should include 'a cut scene, intricate puzzles and interesting NPC behavior.' The contest ends July 20 and like the writing contest doesn't guarantee employment for the winners."
Lesson should have been learned (Score:2)
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No, wait. Here's an idea:
You could have a minigame that has collectible cards ingame that you can find or buy with real life money.
Re:Lesson should have been learned (Score:5, Insightful)
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You're right. This contest is targeted at selecting skills they need for developing a MMORPG. The submissions themselves are not necessarily intended to be played by more than one player, they're intended to show off design skills. And scripting, and stuff like that. Apparently BioWare has decided it's important that candidates know how to include a good cutscene, for whatever reason.
so let me get this straight (Score:4, Interesting)
Re:so let me get this straight (Score:5, Insightful)
I've always had a bit of a problem with this line of reasoning. It rings too much like: "When opportunity comes knocking, just wait until it's begging on it's knees before you answer the door."
Re:so let me get this straight (Score:5, Interesting)
firstly i promise it'll have a clause in it stating they will own your idea's and submissions.
In addition, employers like this like the breed this idea that you will need to accept any terms and any pay they offer because clearly they are doing you a favour.
employment is not a favour, it's an arrangement. your labour and idea's are VERY valuable. without people these companys make nothing, always remmeber that.
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I do agree with your stance on employment being an equal agreement, but I do not approach the process without a fair mind.
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Today it is just about impossible for any person with even a small amount of ima
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Such a clause would be absolutely critical. If they don't include something like that, then down the line if one of their designers has a similar idea - even if it's truly, independently generated - to one of the submissions then they could be sued.
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As far as I'm concerned, if one of their designers coincidentally comes up with an idea very similar to one submitted for the contest, they deserve to be sued. I understand why the clause is there, I just don't think it's very fair.
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If I unknowingly came up with a game very similar to one of theirs, with similar graphics, sound and gameplay, they wouldn't hesitate to sue the shit out of me. I'm not saying it's right or wrong, only that it's more fair when it works both ways.
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Re:so let me get this straight (Score:4, Insightful)
Design a World Contest: You design a world and it's yours to keep! Unfortunately, that means that we won't have anything to do with it afterwards and it won't get published.
Oh yeah, that makes sense. People could design a world any time they want to, especially with the NWN toolset. The could certainly create a cutscene, a puzzle, and interesting NPC behavior without this contest. The key here is that BioWare is looking for future employees via this contest. The real winners are the ones that get hired, not the ones that 'win' the contest. And BioWare will probably want the new employee to expand upon the idea they already had, rather than start from scratch on a new one immediately. That means owning the results of the contest.
People also forget something about art: Giving a little of your work away is a GREAT advertisement. Baen.com has pretty much proven this with their free library. The first book they -gave away- is now their all-time best seller. Yes, seller.
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http://www.sloperama.com/advice/idea.htm [sloperama.com]
As for accepting whatever pay terms and work hours. The fact is that making video games is one of the "passion" things. Jobs that people love can pay less than being say an actua
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While this particular series of positions really doesn't need much college experience (hey they still favor people who have it) it does offer opportunity.
Hell, then there's the people who want
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Layne
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Comment removed (Score:4, Insightful)
Re:so let me get this straight (Score:4, Insightful)
But it's very hard to find people that can. That's the reason for this contest. For graphics artists and programmers there are art and computer science schools to ensure a minimal level of competence (enough for a junior positon). For level designers there is often talent that floats to the top of the mod community. For gamedesigners the problem is most apparent, because everyone involved in gaming has the basic requirement: a strong opinion of what is fun.
Making games is fun, no doubt about it. It's the ultimate employment benefit and I think many gamedevelopers make their overtime out of passion and pride. That bioware can also introduce this extra hoop to jump through is not because it's a buyers market. Having a portfolio is often one of the few requirements to get hired. That bioware has to create a contest to get people to send them their portfolios actually suggests that they're having somewhat of a hard time filling the positions.
Now if you will excuse me, I'm only at 40 hours so far and it's already friday ;)
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Though by the time you're in a senior position your salary pretty much includes overtime pay.
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Don't confuse EA with the game industry.
(SCNR)
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This is my list:
1. BioWare
2. ???
BlackIsle died (or rather transformed into Obsidian).
Obsidian isn't a developer, just a licensee, and isn't good anymore.
Troika died.
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Blizzard (Diablo series).
I'd say both of these companies, off the top of my head, are quite good. Or do you and I mean something different by the term CRPG -- are you for instance limiting it to the D20 ruleset?
You're certainly right about Troika, and it's worth noting that Bethsoft also semi-died before being absorbed and resurrected.
Holmwood
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Contests alway produce winners! (Score:5, Interesting)
After all, competition made life: Just so long as it does not become conflict, it is healthy.
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You do know that the X Prize had nothing to do to with the Xbox, right?
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I suggest you look a little closer. In Darwinian evolution, those who lose the competition must not reproduce. This usually meant dying an unpleasant death as a virgin.
timezone (Score:5, Funny)
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Good way to get new ideas (Score:5, Interesting)
Who retains copyright over submitted works? No mention of it in the agreement.
I like this bit:
VGH Austin is under absolutely no obligation whatsoever to:
(a) acknowledge receipt of the Materials and/or this Agreement;
So you have to sign an agreement which they can deny ever receiving. Nice.
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Of course, all the game companies I've had dealings with have had guards posted to keep from being smothered by hordes of people who can't wait to tell them their great idea.
Meanwhile, they were desperate to find the tiny fraction of those people who can actually bring ideas to fruition.
The ideas behind the modules that will be submitted to this contest aren't worth squat. The fully functional, polished modules might have some minor value if they wanted to put out some assorted best-of compilation, but tha
A common tactic these days, it seems (Score:3, Interesting)
So the company gets a cheap, eager, bright eyed new recruit for a few years while the product goes through its life cycle and the guy either moves on once he figures he's got enough experience to get a decent gig somewhere else, or the whole project flounders and the entire development team gets laid off anyway. I'm not sure if this is a profitable business model or not, but I do know that it will probably suck to be on the lower end of things.
Re:A common tactic these days, it seems (Score:5, Interesting)
- The community member to hire ratio is more like 10-12 out 2.000.000 active members or so, which is slightly better than 1 out of 1.000.000.
- None of out projects has yet gone 'flounders' and no development team has ever been laid off at BioWare. In fact, there have never been lay offs as a result of a project ending or due to 'operational circumstances' at BioWare.
- The 'young, inexperienced hacks' you're talking about have mostly worked in other high tech industries before coming to BioWare to do more interesting, rewarding work. Most taken a paycut for moving into this industry - in return for higher job satisfaction and a great work environment.
- That said, I'm paid a competitive salary and I wouldn't trade my job for a job paying twice as high in vanilla IT anytime soon.
The benefits of going this route for us are:
- We get applications from people that have a background with Bioware games and understand what our games are about.
- We get people from outside the industry to think about applying. Especially making an MMO, it is important to have people who have an outside view on things instead of having been shaped by the 'establishment'.
- We get people really interested in the job, not burned out people looking for another quick assignment.
As mentioned in the article, we ran a contest for a writer position a while back and hired a great writer as a result - from outside the industry.
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It's the taking a paycut thing they are interested in. Bioware might be a bit different but my experience with people who work for game companies is that at first they thought they'd get better job satisfaction from working on video games but that they eventually realize management is even worse than usual and you don't get to work on games you like or some other such thing happens.
So you
Another young hack (Score:5, Insightful)
In terms of the winning module from last year, I actually did two versions. The first was way too linear. The second had lots of choice, from evil to crazy to several flavors of good. There was drama and humor, quality scripting, and polished writing. For folks trying for this contest, I'd keep the cutscenes short, give the player as many choices as you can manage, and make your NPCs memorable. Less is more for these sorts of things. Don't plan an epic module spanning dozens of areas. Just make a couple, with a simple storyline. Play to your strengths - writers should write and scripters should script. You'll have to do both, but emphasize what you're best at.
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Best of luck.
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Sounds like excellent advise. Although I've got no idea what I'm talking about, I'd like to add making not just your NPCs, but also your locations memorable. It's a world design contest, after all. Large swaths of land don't do a thing. Exactly the right cure little gro
NWN!?? (Score:2)
I don't think there would be any legal issues with it either, since modules are considered freeware, and as long as everyone has purchased a copy of the game.
Re:NWN!?? (Score:4, Interesting)
You didn't play NWN2, did you (Score:3, Funny)
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When I played it... (Score:2)
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The NWN2 toolset on the other hand... well the first guide I found for it is called "Don't Panic: The Hitchhiker's Guide to First Opening the Neverwinter Nights 2 Toolset"
Turing Word: smother
Re:NWN!?? (Score:5, Informative)
Some of them
- NWN is a very mature, very stable game development platform.
- Everyone at BioWare has NWN installed on their machines. Makes it easier to review.
- It has more copies out there (3.x M+)
- It has much lower systems requirements.
- It is cheaper (15 USD vs 49 USD for NWN2)
- The people reviewing the modules are much more familiar with the NWN toolset.
- It encourages people to stick to gameplay over eyecandy.
- Faster to create a NWN module. NWN2 levels are much more complex (and better looking
- The NWN toolset is more friendly (less complex) to beginners
- The documentation for NWN is much more complete after 5 years.
hope that helps
Georg, BioWare.
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I cannot put this into polite form. In original form it sounds like "because NWN2 sucks big time".
NWN2 now at 1.05 revision and it still crashes often enough for me to stop playing it completely.
Worst part of crashes, for 1.05 game crashes after lengthy cut scenes: you can't avoid them, you can't save before them (because you do not know they are coming) and you can't skip them. In my third attempt of NWN2 I have waisted about 3 or 4 hours of game play due to two crashes. Third time I said "f*ck it",
I'll take Stephan Gagne for 800, Alex (Score:2, Insightful)
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Welcome to hell.... (Score:2, Funny)
how to win (Score:1, Funny)
Errr Yeah (Score:1)
Don't be stupid (Score:2)
It is barely long enough to qualify as a level, muchless something they will make money with, mush less 'millions'.
Obligatory Link (Score:1)
They need a contest? (Score:2)
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For the whiners... (Score:5, Insightful)
You want me to buy your game so I get employment? (Score:2)
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Re:You want me to buy your game so I get employmen (Score:2, Interesting)
Re:You want me to buy your game so I get employmen (Score:3, Insightful)
Yeah, about as reasonable as:
You want me to buy a suit for the interview to get employment? You're supposed to pay me!
You want me to buy gas to drive to the interview to get employment? You're supposed to pay me!
You want me to pay for university and get a degree to get employment? You're supposed to pay me!
Sometimes they do, but more often then not you have to do some things for yourself. Get used to it.
Employment? (Score:1)
Old Chinese Proverb (Score:2)
Everyone who comes in here and poo-poos on the contest should keep that in mind.