All I have to say is, basically, if you support GamerGate, then you are not welcome here.
Tuesday, October 21, 2014
The INDIE Game God Dream
This message never stopped you from playing.
Come on, whether you've already made or just thought about making a videogame, you've dreamt the dream. It's not a shame, I tell you. What are dreams for if not for evoking the seemingly improbable or unobtainable? It's not worth bothering with something that provides no challenge whatsoever. It has to tax you both physically and intellectually. But being an indiegame god, is a different thing.
It's not just about making a living out of videogames; countless game designers have done that. Neither is it about creating a product or a service worth being invested in. It all boils down to perceiving and producing what others have not before. Thus, by the end of your estimated time of production, you accomplish what separates the game designers from the game gods. You change the course of the entire videogame industry. Whether your concept is based upon a certain genre, bringing new, exciting, never before used/implemented elements or it single-handedly creates a new one. Regardless of which, you rise from obscurity to worldwide fame and glory (or a portion of it).
You transform a hobby/passion into work.
It isn't simply saying "I make money from selling videogames", it's knowing you craft hours worth of excitement and innovation (even if it's scarce or minor) for people that have trusted/invested in you. And the stories of failure may indeed be present, perhaps far more present than I want to admit (this is an article to hype you, reader), but there's no game designer that set up his/her own indie game company, that started knowing how big his/her initial dreams would get. If that wasn't true, people like Dan Marshall, Agustin Cordes, Dave Gilbert, wouldn't exist. They would still be living in their parents' house/basement, or living their daily routines as they were, before they took the boldest step.
The step to attempt to give it all up to conquer even the smallest possibility of gaining enough of their yearly income, to live, play and create videogames. And how do you start doing that? Is there a specific trick to it, you ask? I'm afraid not. All you need is an idea and a way and perseverance. Bluntly put in the simplest of words, you have to try without fear of failing, dear reader.
Posted @ Gnome's Lair:
Wednesday, October 15, 2014
Inspiration
When I first came across it, I'd surrounded the initial possibilities of the plot in my head with a veil of mystery and intrigue, creating my own version of what I could make out of the title. Thus, unaware of the actual story arc, I gradually started realizing the endless scenarios I could create in my head under this specific title. The bleakness and the ironic grin that goes with facing the inevitability of life's events are what I like about the very expression; the one concerning the euthanasia of horses.
An innocent question to end one's innocence. Don't we sometimes have to learn to let go?
Not just people, but also creative projects, as they sometimes go astray and it's hard to pursue the goals we set out to achieve through them. Even if inspiration is the main drive, the result has to be judged and justified under different parameters. Personally, it saddens me to see a project I really wanted to see, wither away. But in the same time, I am well aware that those behind it, have their reasons. They've matured and gained experience from this whole experience.
The goal of reaching release stage is irrelevant when you've achieved and gained other things. Vital elements to be used in the future, in dreams that may come to exist. And that's how game designers evolve: by throwing down the pit of darkness, at the loneliest corners of their harddrives, what they consider as dead-weight. Whether it's easy to do so, or super-hard, no matter how much you've been clung to something, it won't fix the issues that revolve around it. And moving onto different things is the hardest thing to do.
Personally I've abandoned a good dozen of half-started games. Yeah, I admit it. But so have you. Think about it - we all have. Whether we put work or we just thought about them for a day or two - or an hour. In the spirit of the old Sierra adventure games, we learn through countless hours of trial and error, Until we see the much desired exit/solution to the puzzle. And then we consider the entire process as a wonderful journey.
Posted Gnome's Lair
Monday, October 6, 2014
A strong background
I've always come to the conclusion that sometimes a story can be told in a far superior way through its setting/environment. The releases that we've come to consider as polished, have accepted this. Designers tend to painstakingly focus on the minor details, but it's no minor thing when everything breathes and expresses in its own unique ways. Adding purposefulness and reasoning behind each thing, character, behavior and action, should in fact be treated as a necessity. Enhancing each part that the game is placed in, in every possible way, is something that requires quite a bit of craftsmanship (from the perspective of the game designer); firstly because it's usually a terrible amount of work and secondly due to the chances of it being utterly ignored and/or missed by the majority of the players.
Loom offers an immense depth to a magical world, even if it's pixelly. |
And I'm not talking exclusively about the little nods to a cultural piece of art/history. But, rather, speaking of the amount of seemingly uninteresting yet occasionally oh so relevant pieces of backstories that enrich the main plot arc, provided you're willing to spend your time exploring properly, seeking them out. It could be a library full of book titles someone spent his time writing, so that you could enjoy each entry. So that each part of the library felt worth bothering with looking for more.
As well as a game designer, but mostly as a gamer, I've come to enjoy the background elements, whatever they may be, that were rather "silent". A typical TV Soap Opera, endlessly repeating tropes and cliches, a hand-drawn picture by a child, an abandoned shelter, a message on the telephone that didn't get the chance to be heard, a murder scene in a hotel room always posing the same questions. The list literally goes forever.
But the strength of these small points is unique. They're not something random and pointless, like a movie scene that is only there to fill the required time set by the movie studio. In their own peculiar way, they prove that the story elements, of which they are part of, exist. Unlikely, they're not a work of fiction to comfort the needs of the storyteller, but on the contrary the conditions and the setting, make the story arc to exist out of logical order. You know, handing out more reasons to the characters than "because!" and instead combining the surrounding parameters and the basic drives of each protagonist (or antagonist) to a valid interaction with the world, simply put in the fewest of words, depth.
Posted at Gnome's lair
Posted at Gnome's lair