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Game Design Game Development

Interesting Game Ideas: The Old Gym

Game Idea:
The Old Gym

Premise
Repair and improve your old high school’s gym on a limited budget.

Huh?
I honestly can’t remember where I thought this idea up, but my old high school recently merged with another one. I was probably thinking about the future, when I would be so wealthy that I could spare quite a bit of it to give back to those things that contributed the most to me. During the last few years, $1 million was raised to replace the gym floor, and I think I remember that there was a problem that required repairs soon afterwards. In grade school, there was also a gym that had sections that were warping, and I don’t know if they have been repaired yet. Maybe it was when I was there fairly recently that I thought about repairing it myself?

Possible Game Here?
Imagine that you had $1 million to repair a school gym, and you have only one summer to work on it. What would you do with the money? Who would you hire to work on it? What kind of features would you want? What materials would you use for the floor, seats, windows, and walls? What kind of sports can you play in it? How much space will you need? Will you need to buy more land for the school to accomodate the luxury locker rooms you plan to install?

I think that you can picture some kind of Tycoon game. You can’t earn revenue from the gym. After all, it is a donation of your money and time. Of course, maybe the initial $1 million might increase based on parents and alumni feeling generous after seeing such great progress? I think the primary goal is to leave your legacy, so your reputation is at stake.

Each day, you would need to monitor the progress of the gym. If you run out of money before completion, the children will have a partially finished gym, and you’ll have a lot of upset people. Your name will always be associated with failure. Similarly, if you run out of time, school will get back in session, and you’ll have to contend with students getting in the way or playing pranks on your workers.

Will you have hardwood, concrete, or tile floors? How many basketball nets will you have? Will the floor slide away to reveal an ice hockey rink underneath? Will you also install astroturf? How about the real stuff? A swimming pool on the roof? Will you put in bleachers, or will fans have to sit in lawn chairs? Will you use state-of-the-art scoreboards and announcer systems, or will scores need to be updated by hand and read through a megaphone?

Will you build quality into the project from the beginning, or will you cut corners? What if you get caught? What if someone gets hurt? What if no one notices?

Perhaps there is a weekly meeting with the school’s board of directors. It can serve as a status report, but you can also use it as an opportunity to request more funding. If you’re charismatic enough, you can get various parts of the overall budget switched to the gym. “Sorry, kids, no band this year.” Will it be easier to request more money if everything is going well? If you do well, does the game end, or can you continue to oversee the gym over the next few years? Will you be asked to tackle tougher assignments? Your city may be tasked with hosting the summer Olympics, and you may be just the person for the job!

Summary:
Rebuilding your high school’s gym may not sound like much fun in real life, but if you had a large budget and a summer, what would you do? It would be interesting to see what people would put into their school gyms.

Categories
Game Design Game Development Games

Indie Game Dev Podcast: Interview with Squashy Software, part 2

Speaking of podcasts, Action’s back with a brand new edition of the Indie Game Developer’s Podcast. We return you to the interview with Squashy Software, already in progress. Just like last time, this podcast is almost an hour of Anthony Flack goodness.

Anthony spoke about studying all kinds of games to improve his own, although you can tell he is successful because he answers the question “What’s your favorite game?” with the standard successful game developer answer: “I haven’t played much recently. I’ve been very busy.” B-)

Interesting comments include his views on how he must allow the game to form, almost as a painter or sculptor rather than an engineer. He also offers a few lessons on selling a finished product and prototyping.

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Game Design Game Development

50 Books for Game Developers

50 Books For Everyone In the Game Industry is a compilation by Ernest Adams.

Because I’m a game developer, I naturally gravitate towards books on development; but clearly 3DS Max tutorials and books on Java aren’t appropriate. At the same time, there are relatively few books on the shelves that teach how to create a marketing campaign for a videogame, or how to negotiate with Wal-Mart’s buyers.

In the end I decided to concentrate on the one thing that binds us all together: the games themselves. What I’ve done is to assemble a collection of books that address the following questions:

* What are games (and videogames)?
* What has been the history of video games?
* How are games related to other media, and what might we learn from those media?
* How and why do people play games? And finally, how (in general terms) should we design and build them?

So we won’t find books like “Game Coding Complete” or “The Indie Game Development Survival Guide” on this list, but we will find books that should be useful for anyone involved game development. Whether you are an artist, a programmer, a tester, or a producer, these books should give you greater insight into what makes for a better video game.

It is broken down into twelve topics:
1. Theory
2. Design Practice
3. Writing
4. Graphic Design
5. Music / Audio
6. Online Community
7. The History of Games
8. Sociology
9. People, Projects, and Businesses
10. Other Media and Useful Disciplines
11. Deep Background
12. Inspirations

Among the books listed are “Game Over: Press Start to Continue” by David Sheff, which documents Nintendo’s life from playing card manufacturer to the bringer of life to a dying industry. I found it fascinating when I read it a few years ago. “The Mythical Man-Month” by Fredrick Brooks was suggested to me recently by Larry. “Everything Bad is Good For You” by Steven Johnson has been touted as a good counter-example to the “video games are evil” crowd.

I’ve read some of the books and have more on my wishlist, but I did not know about quite a few of them. Quite a few of his choices are interesting, such as “The Hunt for Red October”. You could do worse than to follow Adams’ suggestions.

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Game Design Game Development Games

Indie Game Dev Podcast: Interview with Squashy Software

“YOOOOOOOOOU are listening to the Indie Game Development Podcast Show…” I don’t know why, but I really like that intro.

Anyway, Action posted a new podcast, this time featuring an interview with Anthony Flack of Squashy Software. Anthony is well known as the creator of Platypus and the upcoming Cletus Clay, each utilizing the latest in Clay-Based Graphics Processing.

Especially interesting are Anthony’s thoughts on character and game design.

It is the first part of the interview, which is readily apparent when it cuts off at the end, leaving you wanting more.

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Game Design Game Development Games

Kudos Game Design Post-mortem

Cliffski has posted a Kudos game design post-mortem.

Witness the powers of Johnny Depp and Mel Gibson as they help to develop the concept and UI for one of the most anticipated indie games of the year! Cliffski noted that GUI design is especially tough when you are creating something that is different from anything else out there. While the article is short, it does provide some insight into the design process of a successful indie game developer.

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Game Design Game Development Games Personal Development

New Book on Game Writing Released

Chris Bateman announced the release of his new book Game Writing: Narrative Skills for Videogames.

This is a book about how we currently get stories into games. Anyone interested in learning these skills would do well to pick up a copy.

Bateman’s blog posts on game design are thought-provoking, such as Non-verbal Communication and Toru Iwatani’s Escalator, so I imagine this book will also be of high quality.

While I think that narrative shouldn’t be the sole focus of games to the exclusion of, you know, gameplay, it is still painful to play games with horrible dialogue and a joy to play those that are written well. Developers who want to avoid causing the pain might want to look into this book.

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Game Design

Richness vs Complexity

The Design of Everyday Games analyzes Advance Wars and what makes it so much fun to play, even with older technology and gameplay.

The argument is that Advance Wars is incredibly rich and yet is not complex. You press a single button to do almost any action, unlike some games that have a different key mapped to do even the most similar things. Advance Wars is enjoyable, has plenty of variety, and yet doesn’t require too much brain power just to interface with it. You don’t have to think too hard about what physical action to take, leaving you more brain cycles to concentrate on playing the game.

There isn’t a focus on the engine, either. The game is more or less the same as it was when it was first released, and it is still fun because it was improved. It didn’t change drastically to allow for the latest tech. The game dictated the tech needed, not the other way around.

If your game isn’t as good as it should be, maybe you shouldn’t be asking yourself what you can add.

Maybe you should be asking yourself what you can cut.

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Game Design Game Development Marketing/Business

Lower Barrier to Market: Physics?

Chuck Arellano argues that indie game developers can compete on physics.

Players are expecting higher quality artwork in their games, especially with the advances in hardware we’re seeing. Creating said artwork, however, is generally expensive, and can easily be outside of the budget of an indie. So what do you do, especially if you want to compete with much more established companies?

Compete on physics. Physics is basically an application of math. You don’t need to pay experts to create physics assets. You just code it! And with some of the libraries listed in the article, you may be able to plug-and-play. Make it realistic or make it fantastic, but with physics, your game can be innovative and fun.

I will agree with Erik that physics isn’t the only place where indies can innovate. What about sound? What about input? I think that games like Platypus show that even with graphics, there is room for growth.

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Game Design Game Development Marketing/Business

Which Project Do You Choose Next?

In Another Indie Quandary: Short v. Long, Tim faces the problem a lot of indies face. Do you pick the shorter project in order to make some cash sooner, or do you pick the longer project, the one you really WANT to make, hoping not to go bust in the process?

The short project, if successful, means you are one step closer to being financially independent of employee-dom. Of course, shorter projects are probably short because they aren’t very hard to make, which means anyone could make it and probably has. How successful can the game be? If it becomes successful, how hard would it be for competitors to encroach on your turf?

The longer project would require funding to help keep you alive long enough to finish, which usually means working for The Man for a little while longer. And that’s assuming you finish. Longer projects are notorious for becoming nothing more than tech demos. Tech demos don’t sell, unless you are trying to find a better The Man, but it is probably not why you wanted to make the game in the first place. Still, this project will probably be more enjoyable and, if successful, much more rewarding.

Is it a question of suffering for your art? Being timid vs being bold? What do you do?

Categories
Game Design

No Twinkie For You!

I didn’t know if he was still writing them, but Ernest Adams has just published The Designer’s Notebook: ‘Bad Game Designer, No Twinkie!’ VII. The series has always been enjoyable and informative.

In this installment, he focuses quite a bit on interface issues. I haven’t played a lot of the example games listed, but I couldn’t believe that you couldn’t configure the controls for Driver until after you finish the first race. And if your game does allow the player to configure the controls, let the player have some way to save and load the configuration!

Adams also announced the new edition of the book “Ernest Adams and Andrew Rollings on Game Design”, which has a new name, Fundamentals of Game Design.