Archive for September 16th, 2007

“Reactive” vs. “Clean-slate” game designers…

Warren Spector talks about the difference between reactive and clean slate designers and creativity.

A reactive game designer takes an existing idea and twists / improves on it. Many commercial games are reactive games, steadily improving on a known formula:

  • Halo
  • Half Life
  • Burnout
  • Flatout
  • Doom
  • Ratchet & Clank
  • Guitar Hero

Clean slate games are entirely new things that people have not seen before:

  • Pong
  • SimCity
  • Bridge Builder
  • Spore
  • Parappa The Rapper
  • Electroplankton
  • Katamari Damacy
  • Paper Mario
  • Asheron’s Call / Everquest
  • Command and Conquer

I’m mostly a reactive game designer with a few clean slate ideas thrown in. This also follows my novel writing path(80-20). About 20% of my game ideas and novels/stories are bizarre and completely non-commercial, but implementable. And majority of my reactive game ideas stem from tech demos or novel ways of using technology – i.e wouldn’t it be cool to be able to reverse time? Or use a dance pad? Or gestural input?

Which is better? Neither to Mr. Spector. He says:

“Clean slate? Reaction?… Who cares? In the same way complex behaviors can emerge in a game or simulation from the interaction of simple rules, it doesn’t take too many new ideas mixed in with the old ones to result in something new, unexpected and wonderful.”

I think indies who want commercial success need to be a little more on the reactive side. The experimentalists (like me) need to stick with clean slate concepts and hope the public understands.

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Random experiment #2

Integrated Box2D into OGRE/Musicala in two hours… probably will try to make a WiiMote game with Box2D to test out my input system.

Maybe my Line World idea was practical in OGRE after all…

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Random experiments

As I toyed with PlayFirst’s casual game SDK, I threw in Erin Catto’s Box2D physics simulator.

PlayFirst is a great framework, but the drawing features are primitive. The framework is definitely intended for sprite-centric
graphics.

As for Box2D, it’s easy to use compared to 3D physics API.

I’ve been toying with BULLET and converting Maya meshes to it for use as collision and pathfinding:

I’ve built a game called “Square City Blasters” around this experiment using my Musicala framework. See my awesome Maya modeling skillz?

Joystick, projectiles, collision functionality are all in, but I need to add some menus and networking (won’t take long) before I release it.

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