· 7 years ago · Nov 25, 2018, 09:52 AM
1Docs
2====
3
4two pager, bible, review copy,
5
6two pager
7review copy - investors, quick feedback
8 one page minimum
9bible - everything (really)
10documentation - included in bible, general documents
11
12At least your parents had a basement
13====================================
14
15consoles are generally a premium entertainment device
16
17consoles getting further away from lowest 20%
18
19android developers earn 7% of what iPHone devs do
20
21f2p performing better on android than iphone
22
2380s: apple 2 $4575
2490s: 1992 PC $3065
25now: student rec sys $4000 ( 18X hours )
26
27$1trillion ($1e15) in student debt
28 better for portfolios than sub prime were because of limited bankruptcy
29 debt financed education direct money from the lower classes to the world
30 of fincance, essentially taxing the poor
31
32iterating games on what the top 10% like could be disastrous
33
34your company won't last with a "luxury development focus"
35
36something with zero tension can still be a game. some people have really
37stressful jobs and don't want tension in their games.
38
39Indexical Storytelling
40======================
41
42What has happened? What was left behind?
43
44Portal, the cake is a lie. Environmental storytelling.
45
46TTD:: Test Site Arena. Car Parts embedded into environment.
47
48Demonsouls. If you die, you leave a bloodstain for other players. If you step
49on it, you can see a ghost animating the last few seconds of their life.
50
51Detective Work.
52
53Signposts and Tutorials.
54
55Player's trace: Persistence of the world
56
57Stealth games. You don't want to leave evidence. Pull bodies to hiding place.
58Footsteps. Misleading Indices, thrown items.
59
60---
61
62How can the player leave traces?
63Who can see those traces? Players, Nonplayers?
64How does leaving traces affect gameplay.
65
66Aquamancy:: cargo manifests, travel logs, carried by.
67
68Hidden Object Games.
69
70people's history of the FPS
71===========================
72
73"Doom" happened.
74
75Myst and Doom are both first person games. Two different views of games. Both
76were 1993 and disruptive. Myst pushed cd. They weren't though of competitive.
77
78"Doom clone" used as descriptor for first three years after and replaced after
79by "FPS".
80
81Doom Mods.
82 Alien: Total Conversion
83 Fist of Doom
84 ChexQuest
85
86The Ship (Total Conversion). Kill your target and take theirs. Lot of bots in
87the game, users would copy the mannerisms to appear like bots.
88
89TF2 Achievement maps -> TF2 Achievement Troll Maps. Death Cats.
90
91Trends. Team Cooperative mods. Art mods. Military vs Terrorist mods. Map mods.
92
93Art Mods. Dear Esther. Radiator.
94
95Mods meant: a way to "break in", cmmentary, a "default audience".
96
97Minecraft Mod Community. Holy Mind-Fuck Big.
98
99Indie FP Games
100At A Distance. Fotonica. Hockey. MirrorMoon. I Can't Find My Glasses. Unmanned. Perspective. Cities of Day and Night. Trauma. Trip. Kairo. Proteus. FRACT OSC. Dirac. Memories of a Broken Dimension.
101
102"What happens if you take out the shooting?"
103
104Mod scene had a proto-indie scene of engine tech argument.
105
106the "mod" "died" because engines became cheap and able to sell end product.
107
108indie fp game scene is HUGE and Advanaced.
109
110Game Dev History? Tech/Engine? Distribution model? Geographic Location?
111
112starting a videogame arts org
113=============================
114
115The Hand Eye Society ( Toronto )
116- to help people create games
117- to connect gamemakers with each other and with an audience
118- to foster diversity in game creation and the public perception of games
119
120- fighting the social stigma that games are only killing hookers and soldiers
121
122- Programmed game culture events with the energy of a book launch, art gallery ...
123
124Torontrons - classic arcade cabinets filled with Toronto games. F2P (literally)
125
126TIFF (Toronto International Film Festival)
127 Comics vs Games. Comic artists and game devs working together.
128
129"videogame arts organization" together suprises people into conversation
130
131Not a Indie v Corporate thing while Indie do have a greater chance to risk to make the art kind of thing.
132
133Membership available to anyone contributeing 10 hours to a community vg project.
134 pay after 10 hrs (25/hr, arts admin wage)
135 give people small things to do, then biggr
136
137Strong partnership with TIFF opened availability to present modern day indie
138games in arcade cabinets in the lobby of one of TIFF's building.
139
140Funding. Indies funded each cabinet. $1000 each. Indies kept them. They are
141very heavy.
142
143Incorporation:
144 for TIFF Nexus funding, incorporated as a not-for-profit
145 don't do it til there's money on the table as it's either costly or boring
146 and stressful
147
148 look to see funding availability and change of receival before considering
149 adds $3k/yr to pay for accountant/ins.
150 we chose not-for-profit to distinguish from a business approach but this has
151 additional onerous requirement
152 it does open up possible funding, but it's still not easy to get: they've
153 never had operational
154
155 there is a lot of credibility you can get from just calling yourself an
156 organization
157
158Funding:
159 never be dependent on a single funding stream
160 never be an org that exists to continue existing
161 slow growth (organic?)
162
163Partnerships:
164 find small ways to work together first
165 with larger orgs: more money, more paperwork, cultural diff
166 with smaller orgs: commit ot consenus ...
167
168Difference Engine:
169 teaching game making to women
170
171 conflicts: mostly where we made decisions without consulting participants
172
173 all-women/homogeneity? all under-repped group will be sensitive to power
174 dynamics -- key thing for future DEI iterations
175
176All-Powerful:
177 have to appear as all-powerful to funding bodies
178 increasing transparency: board members online, meeting minutes
179
180 first annual general meeting. setting by-laws, how can someone become a board
181 member. deciding rules, (like games? huh)
182
183 permeable to people who haven't been there from the beginning
184
185procedural generation: Easy Money
186=================================
187
188verification is a very simple process
189guiding generation is way more complex
1901/50 maze rejection
191
192analytics
193- player story summed to the end
194- stored game story by event
195
196controlling level tone and difficulty individually during progression
197alter the game to suit a player
198 explorers will get bigger levels
199 people dashing to the goal, generate smaller levels or generate a goal near
200 the start, or throw in more mines
201
202Easy Money started with 100 levels. Scaled back to 25 after seeing (through analytics) that players were quiting after 10 levels when there were 100 total.