quote: Original post by Warsongquote: Original post by Alpha_ProgDes
though i see the point of your post.
i believe .....
[edited by - Alpha_ProgDes on October 15, 2003 1:21:30 AM]
Alpha_ProgDes
Let me correct your analogy in what I imply
it would be like saying that a game programmer who makes a fun game using NES technology is a better* game “DESIGNER” (not programmer) than one who does the same thing using OpenGL targeted to a P4 class computer “with high end graphics which gets the same game play results”
Pound for pound Tetris made more with less resources than the average million $ budget games.
ahhhh. but the point is to make a fun game. if you were to make it in the same genre my point is still valid. for example: Street Fighter II and Tekken 3. both made with different technologies, both considered fun and successful. now if Capcom made Tekken 3 with the same technology that made SF2 with than that would make them BETTER GAME PROGRAMMERS. in this case they are squeeze every ounce of power out of the system and designing the game with both the hardware and player in mind.
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Restricting ideas in a practice is to try to make the person squeeze ideas more. If we had abundant resources we cant test our* self and try to make our self better.
i don''t agree with that statement only because the designer must take the platform he is targetting in consideration. so for a game like Tetris, or Super Mario Bros a 2D-based console would be a better fit than say a PS2 or Xbox. A game like Pole Position (why hasn''t that come out in 3D yet??) would benefit from an abundance of resources it allows the designer more freedom to create a better game as opposed to restrict with inferior hardware.
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Physic competitions do this a lot to restrict the physic student to rules to see how creative their minds can be.
those are beginners so there must be rules in place to make sure that everyone is graded and measured using the same standard.
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Just like the show MacGyver how the MacGyver shows how making a bright light with chemicals found in the bathroom. The point is you would want a guy like MacGyver around to find the most creative solution. If he can do something with nothing imagine what he can do with something, which that goes for designers as well.
lol. yeah MacGyver was cool! but the point of Mac was to show that he had a VERY good understanding of the basics, if anything he mastered it. and also he was forced to use those simple chemicals. i guaranteed if he was given a more elaborate scenario he would have done much more. but the point that i''m trying to make... is that the game designers are not forced to work with "sub standard" machines (ex: SNES, Master System). You might have that issue if you''re working on a GBA game or are working on game by yourself (remember i said MIGHT) but other than that premise is somewhat flawed.
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I would not be a great game designer if I bought the right if they invented the Star Treck haladeck that make 3D realistic world. I would not be better artist than Divinchi if I copy and edit a painting I found on the net to have a computer generate landscape for me and I know nothing about art. I can’t be a great marksman if I hire someone else to do the work for me. That’s how I see it.
Agreed.
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Your reason in how to be better designer is good as well. Which helps people think and some did come with good ideas in the last post about people trying to make a better pong to give them a work as well.
And the reason why I say that you don''t want to waste time reinventing the wheel. It''s better to look at past work and see WHY it is good or bad. Then try understand why they made decisions to create the game the way they did. After, IMHO, you understand that then you can add or subtract portions of the game to make it "better". You must understand your field to make an impact, IMHO.
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For instance Nintendo’s Miyamoto they say works with colors boxes and plays with them to see how the game play would go. To make the red block jump on the green block and see if that would work and then later on fill in the gaps by adding story, art, sound, level layout, and more rules. If he did it backwards and though of sounds first then art and story and last game play then he would be like most games out which don’t go well.
Point taken. Interesting fact by the way.
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This is the point I am trying to make that people should make a great game out of something with close to nothing and if you can add more thing and try to get more info from that and then more and more and so on until u squeeze out every aspect of idea and decide what you want and what you don’t.
Agreed. BUT! i think that when considering things like gameplay one has to have that completely fleshed out before deciding on graphics, AI, and even things like special moves. i think the process would be to build slowly/progress slowly and worry about aesthetics much later in the development cycle. rather than working with nothing and trying to create a vast world.
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Some people are afraid of a challenge and would rather attack than think it out.
i think it''s just lack of understanding the process and zealousness.
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But you said it well and I congratulate you and I hope you got a bit of info.
why thank you! and if anything i''ve thought alot more about the subject.
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I think you can do a test but no one actually tried.
i think you could give scenarios but an actual test would be rather difficult to give, due to the subjective of the material.
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It’s like how much creativity does one have in a certain type of game. If I came with 20 ideas to remake pong and you like it that’s at least is a number I gave you and it’s an indicator. If I can a great game with 1 button then I would have an easier time creating a game with 2 times the abilities.
i believe this was better answered by another poster.
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The restriction isn’t to hinder your design ability but to try to make you think of what else. If you were stuck on a small sandy island and you only had matches string and a few logs what can you do? I am not restricting you I am trying to make you think more. You wouldn’t have to think if you have a boat already and a spot light to get help and get off the island. If we place your self in a comfortable place then we would not try to do the best since we gotten soft in some say sometimes.
if you''re you are developing a game in a certain genre (ex: FPS) then yes you do have to look at other aspects and those restrictions do become a necessary evil to contend with. (ex: using a Q3 engine to develop your own game with). but with game development nothing is comfortable and nothing is easy. it''s just some people try harder to make a good game than others.
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Yeas I said a lot and I didn’t want to say so much at first because some have a short attention span. If you can simplify it then by all means which I have been asking people to come with something better than me because I know I am not expressing it well and that I know others can.
no problem we all babble from time to time
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