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KingOfTheNoobs

Member Since 07 Jul 2014
Offline Last Active Jul 21 2015 11:33 PM

Topics I've Started

Anybody willing to help?

23 March 2015 - 03:18 PM

Hello everybody. I am writing a paper for school on indie games and indie game devs, more specifically the rise in popularity of indie games and game devs over the past few years and what factors contributed to it. I am required to interview an somebody with experience in indie game development for this paper and was wondering if any of you could help me out, as there isn't exactly a ton of people in my area with much insight into the matter and I would really appreciate your help. I would prefer somebody with roughly 10 years of experience in the game industry and have spent most of that time affiliated with a game development studio (no freelancers, sorry). If you are interested please email me at evanhenry27@gmail.com. Also before I forget to mention it, the interview will be conducted solely over written out messages via Skype, Hangouts, etc. The interview needs to be transcribed and having it all written down already helps me a lot.

 

Thank you for your time,

Evan Henry


To Sprint or Not to Sprint

08 February 2015 - 10:57 AM

Has anybody here ever visited the forums on Halo's official site, Halowaypoint.com? If you have then you know a majority of the discussion on there is about whether or not sprint should be removed from the next installment in the franchise, Halo 5: Guardians. Now many arguments have been made both for and against it, but most of these arguments are based on opinion and preference. I'm sure many people on this site have played at least one of the Bungie Halos (excluding Reach) and 343's Halo 4. Maybe you've even played in the Halo 5 beta at the beginning of January. Can you honestly say that sprint made the experience any better? Can you claim that it belongs in Halo and works without messing up any other systems? After so much subjective argument, I take the matter to all of you. People who can back their claims with factual information and sound reasoning, as you are all members of the game industry yourselves and know how things work. I realize that this kind of topic shouldn't be on this site, but I'm interested in the results it might get. So if you could all humor me that would be great.


Conventional Storytelling in Video Games

07 February 2015 - 10:01 PM

Due to a lack of activity in the Writing forum here, I decided to make a topic myself. Not exactly a common occurrence. So today I come to you all with possibly the largest and most important question in all of video games...

 

If video games are their own independent medium, and in many ways an art form, why do they subscribe to the conventional storytelling of other mediums such as movies and books?

 

The answer to the question is quite simple, but introduces a slew of new questions that are far from it. The answer of course being that the video game industry is still very young and we just don't know any better way of doing things. This leaves us wondering, how does one break the mold and tell a story in a truly unique way that could only be done through a video game? This is territory that is often discussed, but rarely ventured into. How would you guys go about breaking the conventional mold? I'm not talking small changes, I'm talking a complete overhaul of how we think about storytelling. Definitely something interesting to consider, as it would change the game industry forever.


Video Game Scripts

26 July 2014 - 09:03 PM

I've been experimenting with several different script formats recently and am not really sold on most of them. I figured while I'm at it I might as well see what you guys usually do. If someone posts one that really works for me it would be a big help.


Choice in Games

20 July 2014 - 01:07 PM

I am currently having an argument with another designer on a project I am working on. Before I can go into the details of the argument, I have to tell you all a little bit about the project. Essentially the objective of the game is to survive as long as possible in a small 2D playspace with balls of various physics and abilities bouncing around. If the ball touches the player then they die. To help mix things up we also have it so that the levels each have their own special property that makes them more dynamic and have an effect on gameplay. An example for a ball physic would be it curving like a curve ball. An example for a level property would be low gravity. Now on to the debate. On top of what we already have the other designer would like to have different characters with special abilities of their own. I think it would make things too complex and making sure each physic, property, and ability works well in relation to each other would be a pain and would drastically effect level design (it may not seem obvious at first, but with some of the specific traits of things it would). He justifies his case by saying he believes video games are all about empowering the player and the more choice the better. He also says it would add longevity to the game by adding more varied gameplay, though as I stated before I think it would be over-complicating what was supposed to be a fairly simple and straightforward game. What do you think? Do you think that empowering the player with more choice over their game is worth making things more complicated than they should be, and even risking being over-complicated?


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