Posted by Rampant Coyote on March 5, 2011
A lot happened this week, partly courtesy of the Game Developer’s Conference, and partly just… inspired by stuff.
Too much for me to share. But I’ll take a stab at it. For example:
Craig Stern (Telepath RPG) is the latest to step up to the plate to try and define the Computer Role-Playing Game. I doubt this question will ever be fully resolved. In fact, I hope it isn’t. It’s the discussion and ideas it brings up that is so much fun.
Brenda Brathwaite (Wizardry, Playboy Mansion, Ravenwood Fair) addressed the growing animosity among game developers towards social games. As one of many former hardcore game devs now in the social gaming field, she responded with a surprisingly awesome anti-rant. She had an equally awesome article and lecture on the need for game designers to learn to code. Really code.
Celso Riva (Vera Blanc, Magic Stones, Planet Stronghold) was inspired by the speech by Andy Schatz at the IGF awards, and wrote about The Tao of Indies. I completely agree.
Gareth Fouche (Scars of War) decided to riff a bit on an article of mine by asking Why NOT Orcs?
Jeff Vogel (Geneforge, Avernum, Avadon) released the first game of a new series for the Mac last week – Avadon: The Black Fortress – and looks back on the fifteen month process that staked his company’s entire future on a brand-new series.
Gamasutra reported on one workshop at GDC that sounded awesome – a “Failure Workshop” where popular (and successful) game devs talk about the games that were utter and complete failures that (fortunately) never saw the light of day. If I could pick out just one piece of advice from the synopsis, it is that the coolest concept and coolest design mean NOTHING if you don’t build and play your prototype early and often.
“I’ve got this idea (for a game) – if you make it for me, I’ll give you 25%.” Yeah. I have heard variations this before, though not recently. The prices he quotes seem pretty gouging to me, but it really depends on the product and how much is being spent to market it — I imagine it costs a fortune just to get noticed in the ocean of titles for that system. The author isn’t necessarily talking about games here, but I’ve applied it them mentally. One thing I’ve come to recognize over the years is that the difference between a great idea and a terrible idea is often all in the details and the implementation.
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