This is sad news...
http://www.gamepolitics.com/2008/09/25/disbarred
...well actually it made my day. Good ridance you lunatic f**k!
A look at life in the world of games design. From everday annoyancies, interesting concepts and the things that make design fun.
Monday, 29 September 2008
Monday, 15 September 2008
The Mod Community Needs to Wake Up
Interesting survey:
http://www.hourences.com/book/surveyresults.htm
It's very skewed by the nature of the places where the survey originated, from the mod community. The interesting aspect for me is the disparity between what the mod community considers level design to be and what the actual job entails.
There is still the firm belief within the mod community that the level designer does the visuals as well as the gameplay. This is just not true anymore. Artists in the vast majorty of cases are responsible for environment art. The designers concentrate on gameplay only.
This belief led me to a rather dismal experience when trying to hire from the mod community not long ago. I'm from the mod community myself - the 1997 - 2000 era of mapping when BSP was king and the level designer was responsible for visuals. The attitude I came up against in the mod community was disbelief and even anger that we would not consider that part of the role.
Worse still however was the expectation of being able to work from home in their native country on a console project. It's just not a feasible proposition - for a start there is the sensitivity of the material being produced, procuring dev kits - but most of all modern development teams are just that - teams. The design role especially really relies on them being together in one place and having quick and easy lines of commincation. Notably most mod projects fall to pieces within months when they find it difficult to comminicate at the right times, or fall out because they misunderstand each other.
When this was pointed out to them the reaction was indignant anger. Why should they have to move? How dare I ask that they come over to the UK and be paid for a job they love to do?!
The mod community needs to wake up and smell the coffee a little bit. If you want to turn your hobby into a professional vocation then you have to understand that there are certain ways that things are done in the professional world.
Maybe the truth (as the survey suggests) is that the mod community is mostly made up of teenagers. They need to do a little growing up if this is something they want to pursue as a career.
http://www.hourences.com/book/surveyresults.htm
It's very skewed by the nature of the places where the survey originated, from the mod community. The interesting aspect for me is the disparity between what the mod community considers level design to be and what the actual job entails.
There is still the firm belief within the mod community that the level designer does the visuals as well as the gameplay. This is just not true anymore. Artists in the vast majorty of cases are responsible for environment art. The designers concentrate on gameplay only.
This belief led me to a rather dismal experience when trying to hire from the mod community not long ago. I'm from the mod community myself - the 1997 - 2000 era of mapping when BSP was king and the level designer was responsible for visuals. The attitude I came up against in the mod community was disbelief and even anger that we would not consider that part of the role.
Worse still however was the expectation of being able to work from home in their native country on a console project. It's just not a feasible proposition - for a start there is the sensitivity of the material being produced, procuring dev kits - but most of all modern development teams are just that - teams. The design role especially really relies on them being together in one place and having quick and easy lines of commincation. Notably most mod projects fall to pieces within months when they find it difficult to comminicate at the right times, or fall out because they misunderstand each other.
When this was pointed out to them the reaction was indignant anger. Why should they have to move? How dare I ask that they come over to the UK and be paid for a job they love to do?!
The mod community needs to wake up and smell the coffee a little bit. If you want to turn your hobby into a professional vocation then you have to understand that there are certain ways that things are done in the professional world.
Maybe the truth (as the survey suggests) is that the mod community is mostly made up of teenagers. They need to do a little growing up if this is something they want to pursue as a career.
Labels:
computer game design,
computer games,
game design,
game mods,
level design,
mods
Thursday, 4 September 2008
Google Map based games
Having seen The Last Guy - a rather nice zombie game that appears to be based around google maps (well satellite photos at least), I got started thinking about other ideas you could play around with using google maps as a basis. I came up with the following ideas:
1. Fire Fighter
Fires may outbreak in cities or forest based areas. Make use of water resources, fire stations and various equipment to fight fires across the globe. May have a competitive aspect, where competing players fight to defeat as many fires as possible. Could be played at a local level within a city, or on a much larger scale to fight forest fires, etc.
2. Sim City
Recreate a similar feel to Sim City using real world locations and terrain.
3. Nuclear War
Already been done with Defcon, but might have a more pronounced effect with satellite imagery.
4. Racing
Drive cars across various cities or other routes in some form of race (create set course or find the fastest way from A -> B).
5. Treasure Hunt
Bury treasure at various point and leave a trail of clues and puzzles for players to solve.
6. "Real Life" RPG
Quest across the length and breadth of the world using the real world maps as the basis for a fictional story.
7. Recon
Mirror use of satellite immagery to recreate a recon scenario - bombing targets from a detached view, track targets to find locations, etc.
8. World Based Civilization
Similar style of game to civ - build and improve cities and take over other countries, form treaties, trade, etc.
9. Cops / Criminals
Act as a police commisoner deploying resources to track organised crime - or run a criminal organisation and avoid cops!
10. Pacman
Pacman using real city streets (thanks to Peter Field for that one!).
1. Fire Fighter
Fires may outbreak in cities or forest based areas. Make use of water resources, fire stations and various equipment to fight fires across the globe. May have a competitive aspect, where competing players fight to defeat as many fires as possible. Could be played at a local level within a city, or on a much larger scale to fight forest fires, etc.
2. Sim City
Recreate a similar feel to Sim City using real world locations and terrain.
3. Nuclear War
Already been done with Defcon, but might have a more pronounced effect with satellite imagery.
4. Racing
Drive cars across various cities or other routes in some form of race (create set course or find the fastest way from A -> B).
5. Treasure Hunt
Bury treasure at various point and leave a trail of clues and puzzles for players to solve.
6. "Real Life" RPG
Quest across the length and breadth of the world using the real world maps as the basis for a fictional story.
7. Recon
Mirror use of satellite immagery to recreate a recon scenario - bombing targets from a detached view, track targets to find locations, etc.
8. World Based Civilization
Similar style of game to civ - build and improve cities and take over other countries, form treaties, trade, etc.
9. Cops / Criminals
Act as a police commisoner deploying resources to track organised crime - or run a criminal organisation and avoid cops!
10. Pacman
Pacman using real city streets (thanks to Peter Field for that one!).
Subscribe to:
Posts (Atom)