I have an implementation of the Chipmunk Physics system in LineWorld…. there is so much potential in simple 2D physics, but I’m not motivated enough to develop something substantial with it. I’m still enamoured with 3D.
It’s the second best selling game in the world behind UNO…
If they made a PC or XBLA game of it I can imagine it being as popular as MSN Spades, Freecell, Soltaire, Tetris, Peggle, Wii Sports… with the casual market. UNO has a hardcore element of competition(saying Uno, forcing others to pick up cards, etc.) that appeals to the young. Phase 10 moves at a slower pace and has slightly more strategic.
The IMAGINE Cup and IGF being the most lucrative and well known. Vortex is very good for Canadian students. Many of the participants received industry contacts and mentorship through the competition.
There is a term from writers called “killing your babies” which applies to stories/novels that seem to never grow beyond their limitations/problems.
Game developers are a stubborn lot and also fail to realize when a game cries out to be killed. Gameproducer.net talks about a 3D game that would have cost too much for an indie studio to make and with uncertain sales, this studio decided to kill the project.
What “killing your babies” does is allow you to work on a better or more rewarding project rather than fighting a game that isn’t progressing. Yes, your time was wasted on that unfinished game/novel/film but in the end you will be twice as productive on the next project. I killed my first game project and rightfully so because it was a hard sell to even friends. The second project has a life of its own and needs minimal prodding.
In the media he does sound like a PR/marketing blowhard, but if you read Business & Legal Primer for Game Development where he has a chapter on “exit strategies” (how 3rd party investors cash in after the company becomes successful) you’ll realize he’s a bit of a financial/business wiz and not just a talking head.