The Language of Creators
In an article at 1up.com called "So You Want to Make a Game" several indie developers are interviewed about their craft. I lifted a few quotes from the articles that fall in line with the approach I'm taking with my games and that support the kind of critical-thinking we do here on the blog.
Game makers have a unique and privileged perspective on games. Just look at the success of Nintendo under the leadership of Satoru Iwata.
- Go find the mechanic at the heart of a favorite title
- For Desktop, Preece created a game based solely on the real-time strategy genre's "mazing" mechanic -- forcing units down a path of destruction -- and banning any feature that didn't interact with that primary mechanic.
- Mario is like that. There's already some interesting things about Mario when you're just moving him around. He's got a bit of inertia. If you hold the jump button, he'll jump a little bit higher.
- What I'm trying to say is that If you have a turd and you try to add stuff on top of a turd, it's still going to be a turd.
- Don't get married to your idea. With myself, I've seen is I'll spend all this time making this technology that didn't really lead to good gameplay, but I spent three months on it so I'm going to use it no matter what. You can't be afraid to throw out work that you didn't like.
- As you play a lot of games, you get a sense of when a game is pretty tight. I think Street Fighter is pretty tight. Maybe I should say Mario because it's simpler. Is it? N is tight. You can tell. There's no need to add anything else. It's really tight. Every aspect of this game is talking to each other and enforcing each other. And if I add anything else, it'll destroy that equilibrium.
Game makers have a unique and privileged perspective on games. Just look at the success of Nintendo under the leadership of Satoru Iwata.
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