This time around when time came to pick a game idea I had my arsenal ready. I was dreading it a little bit because they gave us complete freedom to do what we wanted. But fortunately all of us on the team were level headed and objective and we were quickly able to decided that we would like to do some kind of two player brawler.
Now, in this group there are two of us producers and I need to learn how to work with that. Greg Bayles is a great guy and he really knows his stuff and I just need to pull my weight as well. I’ve decided to push only one real thing with this game. We have 4 engineers, which means we have the man power to put one on the juice factor of this prototype, aka, sound will not take a back seat. It will add soooo much if we get it right and that’s all I want.
So after the first week and initial pitch and subsequent redesign we have settled on dueling Russian folklore witches. Hehehe… It’s kinda funny actually. And if our artists latch onto this we’ve got something neat.
And the only way that I know that I can really help is to have the sense of urgency that is spoken of. Because with Thanksgiving in the middle of this prototype we really don’t have that much time. It all comes down to faith. 🙂
Boom! Here we go, the final stretch. It’s been a long time coming I guess. It’s kinda fun to look back at my different groups and see what worked and what hasn’t. I actually really like the way this class is run.
Except one thing…
For this final group, the dreaded decision was made to let us pick our own teams. I was worried about this because I feel that it then turns into a popularity contest creating unbalanced teams, weird little cliches and for some unnecessary feelings of being left out.
So when this finally happened I decided not to worry about who I worked with and to not try too hard to try and fit in. I just sat patiently until some group offered to let me in or until out of necessity I was put in a group. I didn’t want to put up with that emotional garbage. 🙂
I was finally picked up by a good group with some solid potential and with having worked with half of them before. This should be good.
Prototype 3 is finished. There are no words that can express my joy over that. The final pitch for the game went as good as it could have gone. The basic feedback was:
-This game is controversial and you had the wrong team to do it.
-You can’t really use this game in your portfolio with potential employers.
-We did a good job on showing that it’s that we’re presenting possible solutions to the problems and not speaking in absolutes.
So, with that, we’re done with Pro-Life. In the postmortem we discussed that the idea was bad and that we just all lost vision, direction and enthusiasm. But no need to beat a dead horse.
I am on to bigger and better projects! The future is bright and new games are just around the corner. Let us all put this behind us. 🙂
Well, we’re three weeks into our pro-life game and I can rightly say we’ve entered into our own little development hell. Let me explain.
Our first feedback was a little bit of a chastisement for trying to create an art game. Meaning that instead of trying to solve and existing problem, we wanted to express our own thoughts and opinions to the world through this game.
That was not the point of this prototype…
So we refocused and decided to solve the problem that women just don’t know about the alternatives to abortion and we want to inform them of their options… Sure.
Unfortunately there have been very interesting comments and remakes made, both good and bad, about our game and why we would chose it. All of which are valid comments and questions, but had the unseen side effect of causing apathy and disappointment within the team.
I had decided, when the prototype started, that I was going to support it as the producer and really give it my all even if I thought it was a little off the wall. I find it difficult to inspire motivation in the team when all the wind has been taken out of our sails. The game is progressing painstakingly slow, and our EPs (Bob and Roger) are breathing down our necks to create excellence.
The only thing that I’ve personally decided to do is laugh it off. Life is too short to get hung up on these things, so just have fun with it. It is here, in this class, that it is safe to fail, and it is fair to say that we haven’t exactly succeed with this one. Then again, we still have a week to make it work… LOLZ…
We have been tasked with our 3rd prototype. As the title may allude, this game is a game with a purpose… A serious game. I yet again have a great team that I have full confidence in.
So far though the challenge has been with what the game is going to be exactly. Roger gave a lecture on “The Design Box,” which is a methodology that is to help us brainstorm better. The long and short of it is, you have 4 walls. Your technology wall, audience wall, your problem wall and your aesthetic wall. Once you, as a team, have defined those walls, it is then and only then you are allowed to pitch an idea.
Now, it is hard to come to terms with the idea that ideas are cheep. We think that once we have an idea that it’s the great thing in the world. WRONG. They’re cheap and you have to learn to let go. Personally, at first that was a struggle but now I’ve come to terms with it.
So after all day of this approach we had nothing. Absolutely nothing. We could come up with an idea to save our lives. So we met the next day with a commitment to come with an idea. I pitched the idea of a game, dumb ways to die, highlighting the stupid ways people die by not doing simple things. And Earl, our artist, pitched a game taking a stand for pro-life abortion. It turns out that the team was more on board to make that game and that what we’re going with. Ironically one of our guys is a pro choice guy, but he claims he’s just fine working on this game.