@Freecell82 If you're going to mindlessly repeat what you read on the internet, at least read the whole thing: forum.spore.com/jforum/posts/list/8555.page
My 2 cents about that subject : OK game jams are the best things in the universe, it's like flying the cosmos on a robot zombie unicorn, in a vg universe : any idea can magically become a prototype in few hours, the real world no longer restrict creativity ! - however, while it's perfectly fine to draw tons of sketchs, one day you need to make a complete artwork. Everyone can throw ideas, some can draw sketches out of them, few can turn it into an oeuvre, why not trying to do the later one ?
Chris, turn your thrown together banter/powerpoint into an actual finished game. It would make a finer, less hypocritical argument. And it would be more interesting than this crap.
Your message is fine, and a lot of people share your sentiment. Games *are* more enjoyable when they're finished.
Or, if you're feeling lazy, just change the title.
totally agree with this, its what made braid great, its what made vvvvvv great, its what made the cake I just ate great.
that said, whilst I intend to 'finish' the projects I care about in the way you mean, as I see it the great thing about these jams is I dont have to care, I get to take a weekend from my current project, and go wild. plus its good exercise... well not the kind that will undo that cake I had but you know what I mean :)
I agree but I think it should be worth noting that all mechanics have varying depths, from time in Braid and structural integrity in World of Goo, where the natural complexity of physics can give incredible depth in gameplay design, to games where the mechanic is relatively shallow in depth because of the relative simplicity of the source mechanic. E.g. in AAAaAaAaa where it's based off falling at a constant speed and the depth comes from the physical skill/reactions that improve by playing it.
I agree with what you're saying Chris, but a lot of great games have come from rapid prototyping. Jon Blow made the original prototype for Braid in a week. Also, exploring a gameplay mechanic as much as possible isn't always a good thing. I heard you spoke to the dude who made ROM CHECK FAIL and told him that he should have explored it more. I have to agree with the creators stance though, exploring the concept is unnessisary and the reason it's so great is it's simple and tight design.
I'm all for rapid prototyping, but if you find something there, don't stop! With RCF, Farbs made the good point that the game is basically dead in the water from a licensing standpoint, but ignoring that, I think the game could have been 100x better with more work...it's such a great concept, but again, it's not fully explored to its fullest extent.
also there's a difference between prototyping and making a quick game in game maker in 2 hours and then saying, that's it. it's done. releasing it and then working on another one.
@UnpronounceableProb Yep. Do the game jams. Get your creative kinks out. But when one of those prototypes has potential, you should take the next step. It's actually pretty rare for even very good prototype games to ever aspire to more.
Very nice presentation! I think it's important to realize that, when a person changes their role from gamer to game developer, they can easily lose perspective. The game developer needs to make the game that's most interesting to play, rather than the most interesting to make.
completely agree
maxmythic 5 months ago
I don't suppose anyone has a link to a video of Heather Chaplin's 2009 rant. I'd love to see it.
Disthron 8 months ago
This comment has received too many negative votes show
Isn't Chris Hecker the fucking idiot who gutted and casualized Spore?
Freecell82 1 year ago
@Freecell82 If you're going to mindlessly repeat what you read on the internet, at least read the whole thing: forum.spore.com/jforum/posts/list/8555.page
checker2718 1 year ago 8
My 2 cents about that subject : OK game jams are the best things in the universe, it's like flying the cosmos on a robot zombie unicorn, in a vg universe : any idea can magically become a prototype in few hours, the real world no longer restrict creativity ! - however, while it's perfectly fine to draw tons of sketchs, one day you need to make a complete artwork. Everyone can throw ideas, some can draw sketches out of them, few can turn it into an oeuvre, why not trying to do the later one ?
TubeofDestiny 1 year ago
Haa I love youtube comments, everyone can be the drunken alcoholic at the bar for a minute :D (@nohophil)
TubeofDestiny 1 year ago 2
Chris, turn your thrown together banter/powerpoint into an actual finished game. It would make a finer, less hypocritical argument. And it would be more interesting than this crap.
Your message is fine, and a lot of people share your sentiment. Games *are* more enjoyable when they're finished.
Or, if you're feeling lazy, just change the title.
nohophil 1 year ago
totally agree with this, its what made braid great, its what made vvvvvv great, its what made the cake I just ate great.
that said, whilst I intend to 'finish' the projects I care about in the way you mean, as I see it the great thing about these jams is I dont have to care, I get to take a weekend from my current project, and go wild. plus its good exercise... well not the kind that will undo that cake I had but you know what I mean :)
girlflash 1 year ago 5
I agree but I think it should be worth noting that all mechanics have varying depths, from time in Braid and structural integrity in World of Goo, where the natural complexity of physics can give incredible depth in gameplay design, to games where the mechanic is relatively shallow in depth because of the relative simplicity of the source mechanic. E.g. in AAAaAaAaa where it's based off falling at a constant speed and the depth comes from the physical skill/reactions that improve by playing it.
leakingpear 1 year ago
good
ttto 1 year ago
Comment removed
TheFractalCannibal 1 year ago
I agree with what you're saying Chris, but a lot of great games have come from rapid prototyping. Jon Blow made the original prototype for Braid in a week. Also, exploring a gameplay mechanic as much as possible isn't always a good thing. I heard you spoke to the dude who made ROM CHECK FAIL and told him that he should have explored it more. I have to agree with the creators stance though, exploring the concept is unnessisary and the reason it's so great is it's simple and tight design.
UnpronounceableProb 1 year ago
I'm all for rapid prototyping, but if you find something there, don't stop! With RCF, Farbs made the good point that the game is basically dead in the water from a licensing standpoint, but ignoring that, I think the game could have been 100x better with more work...it's such a great concept, but again, it's not fully explored to its fullest extent.
checker2718 1 year ago 8
also there's a difference between prototyping and making a quick game in game maker in 2 hours and then saying, that's it. it's done. releasing it and then working on another one.
machriderx 1 year ago
@UnpronounceableProb Yep. Do the game jams. Get your creative kinks out. But when one of those prototypes has potential, you should take the next step. It's actually pretty rare for even very good prototype games to ever aspire to more.
saluk 6 months ago
This is the best "rant" this year.
salazarmark 1 year ago
Very nice presentation! I think it's important to realize that, when a person changes their role from gamer to game developer, they can easily lose perspective. The game developer needs to make the game that's most interesting to play, rather than the most interesting to make.
theevilamoeba 1 year ago
Nice rant that wasnt as ranty as the word rant implies, I agree with everything you said, awesome
TledgEs 1 year ago