This is where we will collect the discussions of games, their designs, and some theoretical underpinnings throughout the seminar. The idea is to submit some questions and discussion topics before the in-class discussion. You are encouraged to contribute to this page, as it is publicly editable (when logged in to Sakai). If anyone has discussion topics, please use the forum by clicking the "Discussion and Private Messages" link in the left side bar (again only visible when logged in to
Sakai)… Unless you are the discussant for the upcoming week. Then this is the place where you should be preparing your discussion topics and questions.
"Don't do idea that are 'just good enough' because this is your life you are spending."- Jonathan Blow
"Wow that was a great way to spend 2 years." - Jonathan Blow
Story Meaning vs. Dynamic Meaning
-What does prototype mean to you? What needs to be included in the prototype for it to be a successful one?
-Beside what is mentioned in the presentation, what else should a prototype be used for?
-To what extent can development time/resources be cut down while still keeping functionality? Inversely, how much time/resources can be given to its development while keeping everything quick and smooth?
-In what other ways is prototyping useful to the development of the game as a whole?
-How are upside/downside affected, if the program is too specific? Too broad?
-How important is intuition in terms of "fun" the participant is having? Does intuition contribute at all to the participant's interest in the prototype?
-Considering how much better the prototype is compared to a design document, in what instance would a design document prove better?
-According to Hecker/Gingold, a good prototype is also cheap, so where does that leave design documents?
-In the presentation, the buildings are constructed through a video in Maya - not through an interactive system. Does this defeat the purpose of the prototype or add to it in anyway?
-To what extent should the problems/concept be broken down in order to ensure the best prototype?
-Are there are any specific ways a problem should be broken down to ensure smooth development?
-According to the guidelines set by Hecker/Gingold, were the prototypes successful? If so, what in particular made them so? If not, what did they fail to accomplish?
-With bugs present in each prototype, did they subtract from its functionality? Were the bugs too insignificant?
-Did each prototype function properly at each step, up until its final release?
(Majesty of Colors, Pathways)
(Gravity Bone, Graveyard, I wish I were the Moon)
Majesty of Colors / I wish I were the Moon
Pathways
The Graveyard
Gravity Bone
General
The Marriage
Passage
Zork
Stars over Half Moon Bay
General
Flow
Flywrench
Nicewrench
I Wanna Be the Guy and N
Strange Attractors I
Osmos
Ski Stunt Simulator
Precision
General
Auditorium
Dino Run
Samorost
General
General:
Puzzle Quest Galactrix
Crayon Physics Deluxe
What is a game?