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añol portuguese português italian italiano bahasa indonesia français french russian русский pdf group collaborations want a shared space to discuss ideas with friends create a page for your group and post there shared vocabulary for game design using visual reference generated from the course materials methods fun artistic creative open minded free form word association mind maps etc open to all interested and particularly the visually open minded game prototypes from levels 11 onwards this is a place where we should be able to find other people s stuff provided they are kind enough to link said stuff to this page level 18 the final iteration in this page you ll find what students of the course came up with for their final designs challenges challenge yourself in game design using these challenges inspired by the lessons 15 minute board game challenge ww1 game challenge from lesson 3 board game insired by a video game from home play 4 homeplay from lesson 5 dice game rules change additional art games from lesson 6 tools resources free online graph paper grid paper pdfs squares triangle hexagonal circular frontpage page tools insert links insert links to other pages or uploaded files pages images and files insert a link to a new page loading no images or files uploaded yet insert image from url tip to turn text into a link highlight the text then click on a page or file from the list above comments show all 45 alessandro dias said at 11 05 am on jun 30 2009 antonmarcelo can i help i ve done many translations in the past speeder said at 11 09 am on jun 30 2009 brazillian spam me too from brazil o timeshex said at 11 14 am on jun 30 2009 what i am focusing on here and every time i debate about game design in general is the amount of creativity if i may say so of any new game in the market unfortunately nowadays there is a definite lack of creativity in the design of any new game in general i understand that creativity is mainly focused on the technicality of the characters their shape texture animation etc especially in video gaming but this is not creativity real creativity is when you come up with a completely new idea based of course on some past references and flash it the same way a monopoly came up in the 60s we see nowadays a lot of similarities a lot of violence a lot of attack kill conquer stuff a lot of repetitivity but not any originality is real creativity in gaming in crisis where is the impact of a real challenging original game one man army said at 11 24 am on jun 30 2009 how can i create a italian translate page chris ferejohn said at 11 28 am on jun 30 2009 timeshex are you talking about video games if so i see where you are coming from the massive amounts that video game studios have to invest to get a a game out especially for a high performance platform like the 360 or ps iii is massive and makes them very risk averse if you are talking about board games which is where most of my background lies you couldn t be more wrong the last couple of years have seen the most impressive collection of board game originality and design in one span of time except since sid sackson designed games alone john albano said at 11 42 am on jun 30 2009 timeshex i don t think it s much a lack of creativity rather a focus on developing what people like and making it either more engaging or more fun also from a consumer end if i had 40 in my hand and the two boxes in front of me are some new game concept thing and the latest unreal tournament i m buying ut i like shooters and i have played uts before and like them i don t know what the other thing is and i m hesitant to spend 40 to find out if i may like it joshua said at 12 13 pm on jun 30 2009 in my opinion that it has to do neither a lack of creativity nor on focusing on what people like it has to do with safety what i mean by this is that making a game and getting it to market takes a lot of effort in terms of time and money and large organizations do what is safe they have proof that a certain type of game did well in the past so it is a safe bet big emphasis on safe that something similar will do well in the future things are being done on a indie level that are pretty interesting and creative the games might even be worth a great deal if they ever went to market but i feel that convincing the right people to take the risk is the problem tim said at 12 23 pm on jun 30 2009 timeshex i dont think so i think people have a habit of looking backwards and seeing games that were creatively defining for their time but you have to remember how many clones and useless games there were too which people don t people then assume that the industry on the whole used to be more creative the easy answer is to point to the smaller indie titles that are doing cool and creative things but there are also good examples in my opinion in the mainstream i personally thought mirrors edge was refreshing last year although its sales struggled it set different rules on how the player could get from a to b and its the first fps i ve played through without firing a single shot so more fp and less s publishers tend to spend the majority of their money of safe things so you will always see clone after clone of a successful game but then generally they are clones of something that was innovative and something else new and cool will arrive and then be copied thats just how it goes josh thoughtlost org said at 12 25 pm on jun 30 2009 timeshex i look forward to seeing what you come up with to bring new ideas to the table which is a friendly way of saying it s easy to rant about unoriginality but actions speak louder than words p s monopoly was actually a commercialized rip off of an earlier board game which ironically was designed to teach the dangers of concentrating land in private monopolies http en wikipedia org wiki monopoly_ game icem4n said at 12 36 pm on jun 30 2009 hello i m from brazil too br david lawson said at 12 52 pm on jun 30 2009 it s impossible to quantify creativity it s not a substance that can be weighed and measured each person s opinion of the originality of a given game or any other work of media can only be their own subjective opinion that said it often feels to me as if many new games are just prettier re hashes of well explored designs the possible reasons for this are many varied and complex for one people see successful implementations of ideas and would like to capitalize on that success modern business practices actively promote duplicating the successful practices of competitors and modern engineering tends to produce documented best practices to repeat successes and avoid mistakes the difficulty with this is that the game development is not just business and engineering it s also a creative process creative endeavors are not well served by the same practices that drive success in business and engineering hollywood for instance goes through lengthy periods of turning out derivative pablum of re hashed stories with prettier effects like the film industry the game industry needs to recognize that it s a hydrid of business engineering and creativity and to promote practices that enhance each sub discipline individually david lawson said at 12 53 pm on jun 30 2009 it could be argued that truly original ideas are very few and very far between as a professional game developer with an engineering emphasis an academic background in psychology and some studies in cognitive science i consider myself a derivative thinker give me two ideas and i ll hand you back fifteen ways to put them together hand me a blank piece of paper and pencil and i ll just ask what the hell you want william mizner said copy from one it s plagiarism copy from two it s research my corollary to that is copy from many sources it s original again more completely stated combine enough previously used ideas in new and interesting ways and the composite you ve created might as well be original i posit that thinkers like me vastly outnumber high creative types who emit a constant spew of apparently original ideas the thing with derivative thinking is that it requires an understanding of it to do well you must recognize that you are walking well travelled paths and seek new connections and intersections that maybe no one has taken before joshua said at 1 17 pm on jun 30 2009 one of the things that is interesting about creative things in general is that if it is too creative that is too different from what is being done it is often rejected by the majority and thus a flop we have all heard of and can probably give examples of things and individuals ahead of their time i think this is also some of the reason games that are produced aren t as creative as they might be being too creative can lead to it not being accepted my the masses there are some gems that do get produced that may have fallen by the wayside simply because they were ahead of their time i think looking at the clones and flops also has value in that something that wasn t accepted before may be now and you can also learn what doesn t work so as not to repeat it is that creative or just reusing or not using some old ideas my thought is that creativity is in the eye of the beholder i have seen someone do something which i thought was very creative only to find out that it is the standard operating procedure kalysren said at 1 22 pm on jun 30 2009 in reality only 7 of original ip s succeed in the marketplace even critically acclaimed games such as mirror s edge and okami don t always make it when it comes to people putting down their hard earned money to play them in the reading for this week greg costikyan talks about earthsim and what a failure it was but if you read his description of it it sounds remarkably like the teaser will wright did for spore it is the same for guitar hero while harmonix had a commercial success with this game it s predecessors amplitude and frequency are more cult classics than real commercial successes original ip s are hard to get published as games become more labor intensive and costly to build companies rely more and more on franchise possibilities and marketability original isn t as easy to guage liam o brien said at 1 47 pm on jun 30 2009 joshua my hope is that the increase in independent markets for video games will lower the trepidation of large scale developers and engender more interesting new mechanics dynamics however it will probably mean that developers won t take a chance on a new game until it and its sequel are a big hit on the indie market david lawson taking an existing set of mechanics dynamics and simply slapping a new set of art and graphics on them may be creative enough for some people and that s not really a bad thing the monopoly example cited by josh is perfect but there are so many others in all fields look at bild lilli and barbie or the movies high noon and outland sometimes a new face is more appropriate to the mechanics and dynamics of the game as a set and costume designer i try desperately to come up with original designs and sometimes i succeed however when the director can only say no that s not quite right without offering any new directions at that point i make a big collage of all the possible ways the design can go and i get the director to point and say what they like and what they don t like usually i can get enough info out of the collage pointing to proceed to a design a design which is a melange of existing ideas and not necessarily original in any way but it gets the job done whymme said at 1 56 pm on jun 30 2009 i don t think that there is a lack of creativity i must say though that my angle is non computer games so board games card games and role playing games places like rpgnet and boardgamegeek have designers forums where people can gather and discuss ideas there are lots of original ideas to be found there but as the saying goes creating something is 10 inspiration and 90 transpiration to get from fresh idea to completed product takes a lot of time effort and money in the computer game industry even more than in other parts of the games industry and as was said in a previous post investing that time effort and money in a proven concept is much safer than investing in a new and unproven idea especially if the roi on the untested idea will not be better than that on the proven idea oddible said at 1 58 pm on jun 30 2009 btw thanks timeshex for instigating this discussion in summary there are three main sources of inertia in creating truly original game concepts esp in video games 1 the game buying public adopts what it knows it likes 2 the game distributors cater to what they know works and don t support concepts that are too far afield and 3 the game production community builds upon existing source to meet deadlines and to not reinvent the wheel with every project reframing the issue then is the question of whether there has always been breakthrough originality which never sees the light of day is it a lack of creativity or a lack of producing the truly creative ideas how can one sell a truly creative idea to a distributor producer or the public which has the above inertia if original ideas are a goal then how can you prepare the public for original ideas in general or the original game you are trying to promote sell a game company tycoon game where the only way to win is to feed unique r d shouldn t we take this discussion to the forums kogorman aii edu said at 2 01 pm on jun 30 2009 timeshex i feel your pain but what you are looking for is out there you should invest some time playing the demos of the independent game festival entries http www igf com 02finalists html or the products of game jams http www igf com 02finalists html shameless plug and attempt at favoritism there you will see creativity gone wild the good news is each year more and more of the igf games are attracting publishing contracts dyson crayon physics world of goo and audiosurf all came out of the igf and don t skip over the student entries tag the power of paint and the unfinished swan are quite innovative twists of commercially successful platforms larry liang said at 2 04 pm on jun 30 2009 we should take this to the forums but at least in my case there s no access yet i m firmly in the if you want creativity in games look to the indie category but even there be prepared to find very little in the way of originality people need to make money to survive so they ll go with what works i doubt any developer looking to make money off of a game will put all of their effort into developing a completely original concept it s a vicious cycle but then usually anything involving money is jay s said at 2 18 pm on jun 30 2009 most things have been said in terms of mainstream v indie games but one thing that people should keep in mind is the importance of the distribution channel with services available like steam xbox live and the playstation network the number of more innovative games should be increasing since ...
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