DESIGNER NOTES - Sid’s Revolution

June 20th, 2008

A recent article by Soren Johnson states:

However, a more important (and actually true) first is less often mentioned - CivRev is the first Civ since the original to be designed and programmed directly by Sid. Every line of game and AI code (and probably quite a bit more) inside the game was written by Sid himself, for all three versions: 360, PS3, and DS.

I believe it’s great that just one man (even if it’s “just” Sid Meier) is able to program the game for three platforms at once. It is almost as if he acted like a modder of his own game.

Also, if you take in consideration the date CivRev was announced, now that we know only one person programmed the gameplay for two radically different platforms (more like two actually, seeing how the PS3 and Xbox are pretty much oversized computers), man, was that fast development or what!

Really, I would love seeing more of this: spend less time creating assets and more time creating gameplay! Please?

via: DESIGNER NOTES » Blog Archive » Sid’s Revolution

Spatial constraint: gamma 256

June 18th, 2008

The gamma 256 contest was held by the Montreal-based Kokoromi collective in november 2007.

The requirements for entering the event were to submit a playable video game whose resolution had to be equal to or less than 256×256 pixels. The event received many brilliant submissions, amongst which were indie hits Passage, Bloody Zombies and Mr Heart Loves You Very Much.

This has “spatial constraint” written all over it!

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Constraint: Space

June 13th, 2008

Space is the most logical constraint to consider after time. It is also one of the most obvious constraints I might talk about, due to its widespread use.

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Sid Meier’s Colonization Returns!

June 9th, 2008

Over at Gamasutra:

Take-Two subsidiary 2K Games announced today that developer Firaxis is currently working on Sid Meier’s Civilization IV: Colonization for PC, set to be released this fall. A “complete reimagining” of the original Colonization, it again puts the player in the role of one of four European powers seeking to establish colonial dominance over the New World. Read the rest of this entry »

Time constraint limits

June 7th, 2008

What is the minimal time in which you can create a game?

I’ve postulated before that the total time spent on the production of a game can either be divided in having the idea and building the objects to communicate that idea with.

Lets look into those two amounts of time.

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Constraint: Time of production

June 6th, 2008

Time has long been thought as a negative constraint to game development. Huge, multi-million dollar productions sometimes last for 3+ years and still manage to feel incomplete at the end, sometimes even requiring a patch to run properly. The general assumption is that more time and more money will forcibly yield a better game. However, this is periodically proved false.

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Potential Games

June 3rd, 2008

What is a game? What is a game made of?

Is it built from the bottom-up? Top-down? Can it be without characters, levels, points? Does it need a story? Can it be boring, or make us cry? Does it need to have X or W, Y or Z?

There have been many different approaches to answering this question. Academics, professionals, journalists, and others have their own approach, mostly based upon previous work on media theory or using their field of expertise as a measuring stick.
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Reconnected

June 3rd, 2008

The long hiatus is over, I have Internet access at home once again. Granted, I havent been completely disconnected, since I’m now interning at Ubisoft, but I like keeping my Ubi work and my personal work separated.

I could also have posted from an internet cafe, but, hey, come on!

Newness is around the corner.

M.A.Z.E. “released”… sorta

March 28th, 2008

Yesterday was the final presentation of our prototypes before a panel of industry figures, including Jordan Mechner and Benoît Sokal.

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An interesting piece of spam

March 24th, 2008

My filters let this slip through today:

barkpeeler anatomicosurgical subdistinguished recontribute epigonium advisedly subtreasury upspring

Yeah, spam bots will try to find the most remote words to distinguish themselves from most spam and thus fool our filters. It made me think, let’s all hope that spammers don’t start using algorithms like the one I’ve used on poesysteme to create new words.

Although receiving spam made with my game might be flattering, I must say.

Update:

They seem to come in herds:

redoubtably hysterogenous globoseness precartilaginous licentiousness squelchingly armature shriekily

trowlesworthite hierograph siskin zenick judger cataractwise overdeeming cornerway

educative shaglet pixilated anthodium mowland paleostylic gebur unode

phacoscope ozokerite unbitten hepialid caledonian quoteless avijja quetenite

Just lovin’it…