Archive for July 24th, 2007

E3 suprises - The rise of the NON-gamers

The biggest surprise to me was the direction that Nintendo has taken the Wii with WiiFit. They’ve crossed the sacred line between casual gamer and NON-gamer. My friend in Montreal was gushing about how she loved her Wii and how fun it was… she’s a non-gamer (zero game playing experience). fLOw has the same weird appeal with non-gamers too (it’s not really a game either!), but few non-gamers have access to a PS3…

An analogy of how successful Nintendo could become is the iPod. Before the second generation iPod, MP3 players were for tech heads - computer savvy types like me who bought the Creative Nomad (a tank!) and the first gen iPod (it sucked). Now everybody has an iPod and doesn’t matter if they are computer savvy or not - the device has become accessible due to infrastructure (iTunes on Windows!) and ease of use. The iPod has become cool… mainstream… accepted.

Wii logo

Wii is heading that direction too. It isn’t there yet because of the current crop of games still doesn’t reach a wide enough audience. I can’t see Soccer moms wanting to play Zelda or even casual fare like Mario Party, but I can see them playing WiiFit / WiiYoga which leads them to WiiSports which then leads them Big Brain Academy at best.

The worst surprise?

While I admire Gamecock media for doing something different, their funeral procession was anti-establishment but actually was “the establishment.” When you are trying to create hype for your publishing company (brand) and not individual games then what are you truly selling that’s different from EA or Ubisoft? Nothing. Gamecock has become a brand… their name overrides quality. It’s brilliant, but not worthy of revolutionary. I support their endeavor to create satirical games, but hope the games they published are good and not shoveled out.

Add comment July 24th, 2007

I see the (game design) light!

For most of my game development career, I’ve sneered at game design documents for being irrelevant. I believed concept art, technical design docs, storyboards (if any animation), etc. were satisfactory in guiding a team to a finished game.

But when I started designing my own (somewhat larger scale) game, I discovered game design documents were less about “design” and more about “communication.” GDDs are essentially what screenplays are in film: blueprints that can be ignored, but keep the team focused and allows work to be properly divided beforehand.

A recent article on Gamasutra also confirmed my thoughts:

“It would be nice if game design consisted of sitting around with your feet up and daydreaming about cool content and features, and I’ve met some designers who thought that was the whole job. It isn’t; they were slackers. The vast majority of design consists of figuring out the details.”

Details… that’s what is so challenging about writing novels and screenplays…. details. It’s also what makes creating games so time-consuming also. Small game developers can organically grow their games, but any project with more than 5 people will suffers from “ill-defined-osis.”

Add comment July 24th, 2007


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