SLASH'S PROFILE
I make video games that'll make you cry.
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Morality: What do you do to design around it when designing for it?
The Binding of Isaac is a good example of a game with a story directly tied to Christian subject matter, including morals and values (like Abraham being willing to kill his own son to please God). It doesn't speak outright against religion, but it doesn't sugarcoat anything, and I think it handles it well - although I'm sure tons of people have been offended by it as well.
Concerning capitalism and economics... one of my first major RPG Maker projects was about free market and economics - the final villain was a rival of yours that you had driven out of business by releasing a better product, and with that he had given up on life and sworn revenge. There was quite a bit of moral ambiguity, and frankly even the hero came off as kind of a dick at points.
Wish I had finished it... I think I'll revisit the story someday soon, especially now that I've recognized the idea of "scope".
EDIT: When you're young, sometimes those things are too big and weird for you to understand, so a game that approaches a more serious topic might seem "bad". But the best games usually don't shy away from these sorts of topics, and embracing them can be very interesting. Take a look at Final Fantasy 7... you spend half the game as an eco-terrorist, blowing up reactors and killing workers in the name of environmentalism, fighting against money-hungry tyrants.
That was the first game I remember that addressed such a down-to-earth issue... it was so fascinating.
Concerning capitalism and economics... one of my first major RPG Maker projects was about free market and economics - the final villain was a rival of yours that you had driven out of business by releasing a better product, and with that he had given up on life and sworn revenge. There was quite a bit of moral ambiguity, and frankly even the hero came off as kind of a dick at points.
Wish I had finished it... I think I'll revisit the story someday soon, especially now that I've recognized the idea of "scope".
EDIT: When you're young, sometimes those things are too big and weird for you to understand, so a game that approaches a more serious topic might seem "bad". But the best games usually don't shy away from these sorts of topics, and embracing them can be very interesting. Take a look at Final Fantasy 7... you spend half the game as an eco-terrorist, blowing up reactors and killing workers in the name of environmentalism, fighting against money-hungry tyrants.
That was the first game I remember that addressed such a down-to-earth issue... it was so fascinating.
Going commercial?
author=flowerthief
Why would you NOT make games for money?
I have doubts about my own ability and about the commercial viability of the kind of niche games I like to make. I'm another one of those people wishing for a way to distribute a game for free and still somehow make some money.
See, that's perfect, because this is the generation of the niche developer ;) We already have way too many people making AAA games to appeal to the mainstream anyway. With the evolution of the internet, free indie tools, and services like Steam, developing and distributing a game is cheaper and overall more realistic for the average indie. This means there can be more "niche" games; since you didn't spend a million dollars on development, you don't need to sell as many copies to see a profit.
That being said, you still gotta have the skills to cut it, so practice practice practice!
And there are a surprising amount of ways to distribute games and still make profits. Microtrans are the ones that everyone loves and hates, but there's the Radiohead approach of pay-what-you-feel-like, there's deluxe versions, etc...
Going commercial?
An addendum - if you're already at college, don't just take a degree in game design and hope it'll get you far. Pick up useful related skills like scripting with C++, C#, or whatever, learn how to use a professional engine like Unity or Unreal, and learn how to make 2D or 3D art :D
That way even if you go out on your own, you're a one-man army. It's always so much nicer to work with a small team, though. The pressure is just way more bearable.
That way even if you go out on your own, you're a one-man army. It's always so much nicer to work with a small team, though. The pressure is just way more bearable.
Going commercial?
author=TFT
With that being said, commercial indie games, especially RM related content are pretty much garbage all around. I have yet to see someone really take a leap in quality, more like "I made a bad game with RTP, scammed a bunch of people and got away with it"
Commercial indie games have really hit their stride now, especially with Steam and the Humble Bundles. If you're just talking about RM games in general I agree with you 95% of the time... and then you get stuff like To the Moon, which is up for an IGF finalist award (in audio - it's an RPG Maker game and that's a huge honor). It's really quite amazing seeing the things that independent developers come out with now that there's actually a market for stranger games.
Going commercial?
For every president this country has had, we could've had one more game designer. That's like 44 game designers! Think of all the games we've missed out on!
lol
besides contributing nothing useful to society/the world
lol
Going commercial?
Ah, in that case, I'll just stop justifying myself and admit that I make video games because I am outrageously selfish.
Whatchu Workin' On? Tell us!
Right now I'm fixing a whole bunch of bugs involving ladders. Lots and lots of ladders.
GAH LADDERS
Also I'm desperately trying to stop myself from coding more weapons, because I need to fix what I have first before I add more stuff to break, but they're so damn fun.
GAH LADDERS
Also I'm desperately trying to stop myself from coding more weapons, because I need to fix what I have first before I add more stuff to break, but they're so damn fun.
Going commercial?
author=LockeZ
Is there an indie cancer research scene?
Anything can be indie, but your rate of success varies by industry!
wow, slash, you said what I wanted to say way better than I ever could do it. :)
Thanks :D believe me, I've thought about this a lot - I was studying chemical engineering before I got into game design. It came down to me doing what I love and probably making a lot less money, or having financial security and potentially hating 8 hours a day for the next 40 years and possibly researching something beneficial to society like alternative fuel.
I chose selfishness and poverty! Woo!
Going commercial?
author=Jude
I don't think the world needs more video games, but it does need more scientists and engineers. If you are competent enough, I recommend pursuing a career where you can do something productive and meaningful. Many of the people who invest themselves into game design have a lot of traits which are useful for science and engineering, but choose the childish option anyway. This is unfortunate, but I suppose this is a product of western comforts where people dream of becoming celebrities and a culture that values self-gratification over advancement of its civilization.
Unfortunately, people are not purely logical computers, and indeed do require "playtime" and other enjoyable forms of mental stimulation to reach their maximum potential. It's a physical and mental need just like anything else, and game makers are just now joining the ranks of their predecessors in film, writing and any other form of media.
Someday scientists will cure some form of cancer, and everyone who suffers from that cancer will have a greatly improved quality of life. Video game developers simply provide a greater quality of life, in a different form.
Believe what you want, but the world would not be a better place if there was no entertainment.














