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Gameclass Audio I 01/06/2020

richardmurray
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This event began 01/06/2020 and repeats every year forever

Gameclass Audio I 01/06/2020

 

CURRENT CONTENT

My audioblog displaying my thoughts in the Will Wright Masterclass course on game design.

 

TRANSCRIPT OF CONTENT

Game Design Thoughts Day 1 

When I chose this course, I was not interested in how to make a game, but I am interested in improving my methods for making a game.  

In the introduction, Will Wright said a few things that were not educative to me, but as the purpose of this blog or audioblog is to take you along on this masterclass course, or perhaps inspire you to go along the game development process, I will state them. 

First, the developer gives the player a toy and the player turn the toy into a game. That is an interesting point. Why? anyone who plays games knows that one person can find enjoyment in a game when another cannot. So, the way in which any player is able to see a toy as a game is vital. This is why some people who can play chess are terrible at street fighter. Each person has various blocks that manipulate what toys they can turn into a game, a thing of fun.  

Second, being an ever growing multidisciplinarian is needed to develop games in modernity. This is nearly obvious today, when you look at the gaming landscape but financially is a stronger point than environmental. ... Anybody can make a game, anyone with cardboard and imagination. But, in modernity, getting possible buyers... I say possible cause the people who have money to possibly by exists and those that do not do not have money to possibly buy exists as well... possible buyers, to buy a toy that is not electronic, that does not have 3-d , is not as monolithic or tunnel visioned as it was in the past. I doubt a very popular game can arrive from a simple premise and be set in a fiscally profitable tone. I know it may seem rude in a talk meant to inspire to create, but I think if any children or elders are reading/listening to this series, I must convey that you can have an entailed, detailed, time consuming game development experience and not have a fiscally sellable game at the end.  

Third, Balancing function with economics, function Wright defines as entertainment/performance/installation while economics is capitol/production, I advise you to keep that alignment in hand as I go on, i will relate to that alignment throughout this series. 

Now, past those informative points, whether you knew them or not, Wright made some points clear that were thoughtful.  

first, He wants the class goals to be, how to build worlds, and as he is a creator of Sims, I can comprehend that path. But some people do enjoy the zero-sum game. My advice to any is not to get caught up in making a zero sum or non-zero-sum game, I think you need to enjoy creating games at the moment.  

second, and this is self-evident but interesting. I will use JavaScript to make the games but remember you can make these games on sheets of paper, the medium of the toy to become a game, does not have to be electronic. For those who wish to follow me, do not get caught up in electronics, the learning process does not require it. 

Finally, to the game made at the first class. Well, I thought to the game I will like to make at the end of this learning process and I said to myself, what can I take from that idea and focus on not having a zero-sum game. I achieved an idea quickly but realized I needed to streamline. To be honest, the streamlining took days, about three and that streamlining process I want to cut down to hours. When the next class finish, I do not want to have days to figure out the game.  I chose a game you can see in the eBook you may be hearing this from, or if you are in the audiobook, the eBook in question is linked in the audiobook description. The game is a simple strategy game implying a god role, where you play both sides and the goal of the game is to have as high a count as possible. Somewhat like playing chess with yourself, but the goal not to defeat yourself but literally keep your battling world alive.  Tell me how may counts you reached.  

The rules to the game are simple. You have to place pieces. You start with the PUser, and if valid, you then place a piece for the Nuser and on and on till you cannot any more. The pieces are horizontal or vertical. Each user cannot place a piece on a vertical or horizontal line occupied by the other user. It is even incomplete, but I will ask you to figure out how. 

End of day 1 

 

MY GAMEROOM

https://aalbc.com/tc/blogs/blog/63-bge-arcade/

 

OLD CONTENT- just for reference do not utilize

My audioblog displaying my thoughts in the Will Wright Masterclass course on game design. The ebook comparative work has the code for the game i designed with the simple premise of giving my example of a non zero sum game. I have a review to what was covered or at least what I engendered in the introduction. The transcript for those who can not hear is in the ebook. Use the U.R.L. below to get pertinent links.

https://aalbc.com/tc/blogs/entry/263-masterclass-2020/

 

 


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