Psychochild's Blog

A developer's musings on game development and writing.

22 January, 2006

Feedback and suggestion thread

Filed under: — Psychochild @ 5:42 PM
(This post has been viewed 1809 times.)

I want to write here a bit more often than I have, but I've been having trouble coming up with topic. I've covered most of what I feel are the important topics over the past year or so, and don't want to just repeat myself.

So, I'm asking for a bit of feedback here. Keep in mind that the goal is for this to be a professional blog, something for people interested in game development to come read. I'm not fond of the idea of writing too much personal stuff, unless it relates to something about game development.

So, what topics would you like to see covered? Anything you'd like more information on? Perhaps you're disappointed I haven't posted any more short stories lately? Or are you just burning to hear me talk about my four black cats? :)

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11 Comments »

  1. I for one could definitly go for some more short stories.

    Comment by unbeliever — 22 January, 2006 @ 6:19 PM

  2. Maybe some more comments on what other developers are doing that you can provide some more insight on because of your position?

    Comment by Heartless_ — 22 January, 2006 @ 10:20 PM

  3. Your thoughts on networking models would be interesting. Especially on those 3rd party toolsets available to the indy developer.

    Comment by Cael — 23 January, 2006 @ 6:28 AM

  4. What I'd like to see is what I already see. Write about whatever grabs you - usually there's a good reason for it.

    I also personally enjoy the writing style, it always invites me to come in and comment (even if you don't like what I have to say) :-) Generally, I quite enjoy your blog, and read pretty much everything that happens here.

    If I had a wishlist, I'd say the posts that concentrate on game design issues, rants and theory are more interesting to me. I'd also like to see the fruits of your interaction with other game developers out there - be it what you talked about over lunch, or debated in some other forum.

    You mentioned that you have your own game ideas in varying stages of development. If there are concepts from those you care to discuss, then why not?

    Comment by Kafka — 23 January, 2006 @ 3:58 PM

  5. I'm here for insight into the person more than anything else.
    As such, I enjoy you posting whatever strikes your fancy.

    Kafka's suggestions are great, but I would hesitate to suggest much of anything.
    Don't write here because you feel you have to placate the audience; write here because you are feeding a passion that demands that you write something.

    When you lose the ability to nurse the passion it stinks.

    Actually I do have a request, load this page in FireFox and compose a reply... you'll see something I'd love to see fixed.

    Comment by Grimwell — 23 January, 2006 @ 5:44 PM

  6. Keep doing what you're doing, every article tackles material I enjoy and learn from.

    -Prognosticator @ VirginWorlds

    Comment by Prognosticator — 23 January, 2006 @ 7:43 PM

  7. Winner! Good fix! :)

    Comment by Grimwell — 23 January, 2006 @ 8:07 PM

  8. A topic I'd like to see discussed more, is how can we lower the cost of creating games, so that game developers will be willing to take more risks?

    Would a non-photorealistic look and feel require less investment in art assets?

    More standardization of engine/tool/pipeline formats and APIs? Are we at the point yet where more reusable assets are a possibility?

    I want to see art assets that are like LEGOs--a bunch of building blocks to create characters, creatures, trees, foliage, buildings, etc. in a "mix and match" way... this basic model with this swap-in part, these custom slider settings, this face texture and this backpack mesh and so on. The up-front cost to create them might be more, but could artists rapidly prototype with them? And would something like that be good enough to use as-is in indie games?

    Are we at the point yet where game companies can stop rolling their own *engine* every two or three games, not to mention their own world editor, export/import tools, et al? I doubt there's a single developer out there whose art pipeline is made entirely of common off-the-shelf software. Hollywood doesn't reinvent their entire toolbox for every movie. Once everybody has working "next generation" console tools, will the pace of innovation and obsolescence of tools slow down?

    I'm just waiting for some middleware company to release the Model T of art asset pipelines...do you think the industry is ready for that yet?

    Comment by moo — 23 January, 2006 @ 8:37 PM

  9. I second Kafka's sentiments. Let's hear it for more scathing indictments of WoW!

    Comment by Dom — 24 January, 2006 @ 5:47 AM

  10. I like reading your takes on specific game elements, the more specific the better... What do
    you think about WoW's attempt to create the feel of a unified effort between warring realms?
    DAoC has player team leads to act as liaison between community and devs--great resource or
    good way to feign interest and quieten screaming fans?

    Pick a topic and chew on it for us =)

    Comment by Norin — 24 January, 2006 @ 1:31 PM

  11. Kafka wrote:
    (even if you don't like what I have to say) :-)

    Actually, I welcome just about any on-topic discussion on here, even if it completely disagrees with me. The only time I've put my foot down was when an argument spilled over on here from another site. Otherwise, as long as you're on topic and not a complete moron, everything should be fine.

    I did this thread to see if there was anything in particular people wanted to read. Part of writing a blog is to be self-serving, true, but since I have the intention of having this be a professional blog I want to give people what they want.

    So, to address the comments in no particular order:

    I'll see about writing some more short stories. I posted a few hesitantly, a bit worried that I was being a bit too self-indulgent. But, if my stories are entertaining at least a few people then I'll write more as I can.

    I try to post technical articles on occasion, but they tend to be the ones that get the least comments. I felt that either people weren't interested, or I was just stating the obvious. But, I'll keep writing. If anyone wants my opinion on something specific, feel free to email me. If it's interesting enough, I might turn my reply into a blog entry. As for Cael's specific request, I must admit I haven't looked at many networking models. If you have a specific question, feel free to write me, Cael.

    I'm going to keep writing about theory, ranting, and all that no matter what. :P If you have a specific topic you want me to consider, post about it here. There are a few things posted here for me to consider.

    I'm happy to post my thoughts on other games. Keep in mind that while I'm not necessarily restricted by NDAs and all that, the industry is still fairly small. Hurting feelings, even if what I'm saying is the honest truth, isn't always the best idea for career advancement. Especially as I'm doing more consulting work these days, I don't want to upset potential clients. But, I'll post insight as I'm able to about what's going on in other games.

    As for my own game ideas, I don't want to post about them too much because I believe that hyping an idea too early is usually a bad thing. The game designs I have in the works are still things I'd like to do someday. I also suffer from the delusion that some of what I'm doing is unique yet obvious; I'd like the opportunity to profit from my own work and research. ;) But, let me give you a little teaser: there's a reason I post so much about cyberpunk topics.

    Anyway, there's some things to consider. Keep posting on stuff, and I'll write as I can.

    Have fun,

    Comment by Psychochild — 24 January, 2006 @ 6:14 PM

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