Game Innovation by the Bedroom Coder 47
scriptedfun writes "The BBC reports on how bedroom coders might regain their place in the game development world by providing the industry 'an injection of imagination.' Microsoft's XNA Game Studio Express (covered previously on Slashdot) is given a special mention, but the article points out that 'the concept behind XNA is nothing new,' citing Sony's Net Yaroze as another example. With user-generated content fueling innovation in many aspects of technology, current initiatives by the major players to provide easy access to game development tools may just redefine the face of next-gen gaming. Peter Molyneux, creator of Populous, says: 'It's 100% down to the passion that people have, and the ability to perhaps bring in other people, maybe from all around the world on the internet, and create something.'"
Balls (Score:1)
It shows that popular opinion is that the framework is too crippled to make anything useful and that most people buy games that are of the mainstream FPS, Sports Sim, Killing Hookers variety. Nothing to see here...
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I'm going to do the dozen or so lines of code changes required, and a couple other members are going to do the level design.
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Bedroom Coder... (Score:2)
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XNA is sitffling ? (Score:3, Interesting)
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XNA would have been great years ago when I was always trying to make games. I've looked at it and other than the fact it's from MS it looks quite nice. In fact, my biggest complaint is that if you use it to develop for the 360, only other XNA users can play your games (so if you make a game for the 360 and you want your friend to be able to download it and try it, they have to have an XNA subscription too). That limitation seems VERY arbitrary to me. Otherwise it seems quite well done.
But even if you don't
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Give it time. The current beta can't even target games for Xbox 360, so when V1 releases with 360 support (for subscribers) that'll be huge. And surely there are plans
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There are workarounds, but the 360 controller is the only first class citizen... It looks like a nice controller, but come on! DirectInput is nice because of how easy it is to abstract the input devices. For XNA to be viable for PC games, it really has to support legacy hardware...
I also haven't been impressed with graphics speed. I'm just getting started with XNA, so I'm really making the graphics statement bas
Case in Point: The GP2X is *Hot* .. (Score:3, Insightful)
The major platform/console mfr's need to recognize this. Hopefully we'll see them do so in the near future..
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The only thing is that, as you and I (A_SN) have discussed on #gp2xdev, there's hardly any good fully original game being made for the GP2X (yet), all we ever come up with is ports, clones and emulators, as the topic of this article is game innovation.
Surely the GP2X is hot because of the community of developers around it, but surely not because of any game innovation.
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Okay, so in all seriousness the GP2X is a good looking system and I wish I had one, but the problem is that the normal handheld system buyer has never even heard of it, and on top of that there has been 1 game officially released for it, with one "on the way"? If the GP2X is to score any recognition at all it needs "real" games that the average kid in EB can pick up and look at the box art for, not more tux racer and frozen bubble ports. Christ, for that matter
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The GP2X has 2 released commercial games, not 'just 1'. And over 1,000 non-commercial releases. This is why its hot: its a wild frontier for people to get their game code on unhindered by competition and market posession by bigger fish.
EB, and other retail outlets, are owned by commercial developers, and people with a vested interest in seein
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If I came off that way, I apologize
I'll agree with you, for sure, that maintaining an SD-card is tricky for most people, but in fact this is not a requirement of the GP2X, for it
The GRAPHICS!!! (Score:5, Insightful)
"Peter Molyneux from Lionhead Studios says: 'I was lucky. I could start with a friend and we just worked on this crazy idea called Populous and that's where we came from.
'Those days, unfortunately, have gone.
'What we created was amateurish to be honest with you, if you compare it to today. What we are dealing with today are not only fantastic game designs, but amazing quality visuals. '"
"Amateurish"? Populous? I would much rather play Populous than Black & White or his other new "pretty graphics" game any day of the week. Populous may look simple, but there is a great game under there, and to me, that is NOT "amateurish." Just because a game doesn't have the latest 3d gee-whiz, two billion polygons, real-time lighting, and perfectly rendered pubic hair does not make it "amateurish."
Game developers, as well as gamers, need to figure out that good games *can* look like they did in the old days, even today, and still be fun. I don't play a game for the pretty graphics, I play it for the gameplay.
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Im tired of graphics demos dressed up as games too. Im al;so tired of people who wont even review a game unless its '3D' or supports bump-mapping / HDR lighting / this months buzzfeature.
mmorpg over hybrid p2p... (Score:4, Interesting)
<plug>
I run a small group, some of us game industry veterans, creating a MMO system over p2p. Cross platform front end w/ CgFX shaders over OpenGL or DirectX (= portable to next gen consoles), back end is hybrid of p2p with very few database and certificate authorities, all secured by very strong crypto. User content, fully scriptable (Lua now, Java soon, C++ if core group signs it), art paths for Max and Milkshape. Network includes IM, social network, bt based content and file exchange, voice chat, and micropayments with gateways back into traditional credit card processors. Plan to release as free for non-commercial use, most source will be opened (later.) And all development funded by the developers, who are tired of knowing how to do something really cool, and watching it destroyed by our previous employers (Accolade, EA, OnLive, and others...) We're getting ready to go public with demo, could use a few more experienced game coders, really need artists, but figure demo will attract all we need.
</plug>
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One click and all plus a water breathing plus extra armor.. fire resistance.. etc would be nice!
Yaroze and XNA are not comparable (Score:2)
Don't get me wrong; Sony has a perfect right to release products only in Japan. It's just a wee bit hypocritical when they claim their Japanese-only product is designed to foster and encourage community. If Microsoft did the same, it would b
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Not a Japan-only thing... (Score:1)
Net Yarozes (is that even how you pluralise it?) were definitely available to a European audience. There were some fun retro-styled games on Official Playstation Magazine every month. The wikipedia article on the Net Yaroze [wikipedia.org] even mentions the
there's still innovation all over the place. (Score:3, Interesting)
Add in the fact that a lot of the "easy" innovations, the real big shifts in game play, have already happened. There are a lot of different genres out there, almost any worthwhile idea that you have is going to be similar to something that already exists. Which isn't to say you're not innovating, just that it's not likely to be some sort of earth-shattering revolution. Something significantly different than we're used to, like non-tradition control schemes(Exhibit A: Nintendo), will allow even the more conservative developers to innovate in more blatantly obvious ways. These innovations will have a great "bang for your buck" ratio, because there's a lot of uncharted territory. A nice example being EA and their madden game on the Wii. Having you actually motion like you're throwing the ball to pass is an obvious direction to take the game in, yet it'll be a very new way of playing for gamers. Compare that to trying to write an innovatively intelligent AI for an FPS, which is likely to be much more difficult to pull off, and at the same time be something that you'd need a good amount of gaming experience and play time to really appreciate.
Innovation is still very much alive and going strong, it's just harder to see amongst the crowd of more standard stuff being produced today, and the huge library of stuff produced in the past.
Bedroom programmers? (Score:4, Funny)
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Well.. (Score:1, Funny)
My own ideas (Score:2)
I had a spark of an idea between Invasion: Battle of Survial; Tales of Legendia's story; and Zela 3's gameplay. Project Nightwork [kicks-ass.org] lays it out in a Zelda 3 example [kicks-ass.org].
The basic idea? Massive tactics. I am tired of tactics with no story and "flood with warriors" gameplay. I'm tired of stories with lovely tactics and "go kill something" gameplay (Tales of Legendia). The visual influence in Zelda 3 did it for me, I just thought, "Hey you know what would make this game cool...."
I'm not a game designe
Artwork (Score:2)
Clever (Score:2, Funny)
Q: What does XNA stand for?
A: XNA's Not Acronymed
Ashy to Cashy (Score:2)
28,954 simultaneous games of Big Game Hunters Mucho Money
I'm a bit of a bedroom programmer (Score:1)
Microsoft's tools are very good, DirectX has just about caught up to OpenGL and .NET is a pleasure to develop with. IMO they are really care about their DirectX and X-Box SDKs. So it's almost there, really. It's almost possible to develop a great game from your bedroom, but it's still a ton of work. And you can't code art.
What usually kills most projects is the art. Interestingly there is this stigma that is attached to artists, you know, will work for free. They take quite a bit of offense to this, and