Tuesday, October 6, 2009

Indie Prototyping & Innovative Games

Former Game Developer magazine code columnist and 2006 IGF Design Innovation winner Jonathan Blow, has suggested that games are approaching the level of societal influence of other forms of art, such as films and novels. One example that Blow cites is World of Warcraft, which he labels "unethical", stating that such games exploit players by using a simple reward-for-suffering scheme to keep them in front of their computer.

In his view, developers need to think about what reinforcement the games are providing players when they reward them for performing certain actions. He emphasized that there was a need for developers to design inspiring new games using "innovative, ethical and personal art." (--Wikipedia).

"Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Indie Prototyping, Braid, & Making Innovative Games (Jonathan Blow, Number None) [...], discusses the deliberate methodology behind his indie game prototyping. He shows how he conceives, develops, and tests out indie concepts in playable form, and discusses how you know when a prototype is working, and where to take it from there, demonstrating multiple in-development prototypes (including Braid) along the way."



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