Rant mode on…
Saying you believe in your own potential and in the quality of what you do or create is a huge measure of your own success and value. The rest is proving it. This is true when you want to improve everyday of your professional life and it is damn difficult to prove it. Bottom line is that no one takes your word for it, you have to prove it by showing your potential and quality, therefor your success and value.
Nothing is more a reflection of this than it’s exact opposite. If you say you don’t believe your own quality and potential people around you will take that for granted! No one needs prove of the lack of value, quality or success of someone that says it! Everyone will take your word for it!
Now transpose this to a reality where money is involved, let’s say, for some reason, I’m talking about the flash game market reality. The portals want to buy content at the lowest possible cost, which is only natural. The developers want to sell that content for the highest possible margin.
Portals do their best to have a professional behavior. Portals excel at saying they are good and to prove it. Obviously if it’s proven, we all know they are or at least they do their best to be.
But I just read that developers are not professionals said by a developer and the context of this is unprofessional behavior. What I read (and it’s just my opinion) is that the developers as a whole have a low potential, low quality and that they do it for the love of games. A developer said it… no need to prove it.
Even if one developer thinks that his unprofessional behavior won’t affect him because he is not a professional, it will, hard but I’m not worried at all. What worries me is that it is extended to the whole flash developers present in that community as if it was cool not to be professional. The value of the whole community will lower if that mentality spreads, thus lowering the potential for margin. Professional developers will do their best to prove they are not part of the pack, and probably will manage to do so, but the idea that actions don’t affect hobbyist developers will at least affect all hobbyist developers, some of them amazingly talented.
Rant mode off…
Got this video from a post on FGL forums and took the whole 28 minutes to see it. I hope it is obvious for everyone involved in the game development industry that games are getting everywhere, but the way Jesse Schell explains what is going on and where he thinks it will go is just overwhelming.
A must see video from one of the most intelligent and visionary game designer and game design theorist out there.
http://fury.com/2010/02/jesse-shells-mindblowing-talk-on-the-future-of-games-dice-2010/
Hi all,
Just a heads up for a YouTube video we just uploaded that goes through the toolkit package of Bold Pixel Engine.
Remember to watch it in full-screen HD!
Clicky!
Later!
Hey everyone, just a heads up. A quick yet well detailed tutorial on how to use Bold Pixel Engine’s LocalData toolkit class which manages your game’s shared objects.
But… we didn’t write it. The author is Rasmus Wriedt Larsen and he just let us know that he put it up in his gamedev blog.
Take a look.
A long time ago I read a thread on a gamedev forum where the opening poster asked what was ‘fun’ and how was it achievable in a way that would raise the ‘addiction’ factor. I found the question to be very interesting but the debate around it, considering that was a gamedev forum, extremely poor.
Most of the people that participated in the thread could not separate their development background from their playing background. Remember the Gamer != Game Designer post? It’s pretty much the same argument but on a later stage. Why is this important or relevant? Read on…
Copying formulas
I’m betting that a huge percentage of flash game developers/designers implement features in their games because they’ve seen it in sucessful games. If it is successful it is usually named: high-scores, achievements and so on are excellent examples of successful features.
Implementing it enhances a game, for sure, but does it increase the fun and entertainment value? I bet you’ll say YEAH! but can you explain why? We are just copying formulas, not really digging why we are doing it.
Categorizing
Well we keep doing it… When we do a certain game genre, we are categorizing our game. Again we are copying a formula but by doing it we are giving the player an opportunity to filter what he wants to play. Don’t take me wrong, this is more than fine. After all we do want players to play what they want or that will take the fun out of the experience. Why does it take the fun out of the experience?
Understanding the factors
By copying formulas we are adding factors such has re-playability and by categorizing we channeling that value. Both work if the game has value on its own and most don’t! It does not matter how many success formulas you include or how you categorize your game if you ultimately fail to understand why is a game fun and entertaining.
Some developers simply copy entire games and it works for them. I think they are convinced they have achieved a higher state of game design knowledge… well… I’d love to see them do something new under a different name, just to see what would the reaction of their fans be.
On the other hand, developers that understand the factors that create a great experience do wonders, they create new genres, make the gamedev theorists and journalist come up with new terms and I’m under the impression they don’t even think about it. The mob simply follows their lead.
So what are the factors?
That’s up to each one of us to find out I guess. Being a Raph Koster fan I believe that factors reside in the purest of forms, in understanding how the brain processes the experience. My personal view on it is that if you apply that basic processing to a target audience, it will work. Our talent and experience only makes it work more or less, but it will work! That’s the basis of how I design.
I bet other developers will have other ideas, but this whole post is a “think out of the box” kind of thing. What I’m trying to express is that if you don’t think in terms of your own gamer clichets. Don’t think that you like multiplayer, or that a certain game was cool because it had swords. Think on what will the reaction be to something you create. Think what is the typical player of the game you are creating. Think on how you’ll reach him or her individually. Stereotype your player, not you as a player.