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Jared C
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« on: March 22, 2009, 08:29:49 AM » |
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Just though I'd bring up a topic that always pisses me the hell off. Don't you hate people who think they're game devs just because they use something like Scratch, or this: http://www.challengeyou.com/, or even something like Little Big Planet? I hate how people think, just because you can use a bad platform, don't know any code, and don't have any experience in game design that they can produce full blown games.
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Corpus
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« Reply #1 on: March 22, 2009, 08:32:04 AM » |
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Damn, I hate those people.
I also hate women, fags, men, children, dogs, cats, the smell of freshly-cut grass, and myself.
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Cheater‽
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« Reply #2 on: March 22, 2009, 08:40:05 AM » |
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like gaemaker mirite, olol
Challengeyou looks like a bad LEGO game/3D modeling program.
Also, I agree with Corpus. Fuck cats, send them to the butcher.
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Pietepiet
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« Reply #3 on: March 22, 2009, 08:47:01 AM » |
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This makes me laugh. If people can use these tools as a first step into designing and making games, then why not? Maybe this'll peak someone's interest in making games and they'll pick up a programming language or start learning to design nice levels.
To be honest, I think there's plenty of levels out on LittleBigPlanet that are just as good, if not better, as what the indie community can make.
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kyn
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« Reply #4 on: March 22, 2009, 08:50:17 AM » |
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I don't see any problem with level creation, it's great practice for game designing, plus creativity comes in all forms
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Piranha
Level 1
capital z
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« Reply #5 on: March 22, 2009, 08:50:31 AM » |
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To be honest, I think there's plenty of levels out on LittleBigPlanet that are just as good, if not better, as what the indie community can make.
They can't really be compared though, because Little Big Planet levels are much easier to make than indie games.
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Pietepiet
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« Reply #6 on: March 22, 2009, 08:52:28 AM » |
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They can't really be compared though, because Little Big Planet levels are much easier to make than indie games.
Of course they can be compared, because I'm talking about the design here, not any code or assets that come into play when you make it entirely from scratch. Alright, let me rephrase it: To be honest, I think there's plenty of level DESIGNS out on LittleBigPlanet that are just as good, if not better, as what the indie community can make.
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Zest
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« Reply #7 on: March 22, 2009, 09:02:49 AM » |
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This kinda reminds me of the people who complain about those jerks who think they can play real guitar because they're good at Guitar Hero. I almost agree with them, but then I realize that I don't know anybody who does that. I think those are all great ways to get people interested in real game development, though it's not guaranteed that they will.
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nihilocrat
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« Reply #8 on: March 22, 2009, 09:04:03 AM » |
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God forbid there are game-making programs that make simple, small-scope games / levels such that kids can actively create things, like these guys... Actually, yeah, kids these days need to break out ZZT and Klik 'n' Play
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Lukas
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« Reply #9 on: March 22, 2009, 09:05:43 AM » |
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Game making is not about coding but about creating experiences. You can even create experiences by just putting puzzle-pieces together and that can be a deep and complex task. (see e.g. Trackmania)
When it comes to art-asset-creation... that's of course another thing. But if someone even creates nice graphics (architecture/textures etc.) and then manages to craft a good experience... that's totally game-making to me. And that is possible in LBP afaik.
I mean... every board-game is kind of is based on a simple engine (called real world physics that apply to little pieces of wood etc.) and still a lot of complexity can be found there.
But I think I know what you mean, Masna... I guess you mean those people that just put together some simple pre-created assets that don't even belong together and then call it an experience and see themselves as artists. In art that is called "modern art" or "pop art" and seriously, you guys... 90% of it is useless shit people just do to make money selling their dignity.
BaronCid
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go
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« Reply #10 on: March 22, 2009, 09:11:30 AM » |
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You're a real game maker only if you code everything from scratch in assembly. Any use of high-level programming or resource someone else made are shortcuts wanabees use.
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Shade Jackrabbit
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« Reply #11 on: March 22, 2009, 09:14:02 AM » |
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You're a real game maker only if you code everything from scratch in assembly. Any use of high-level programming or ressource someone else made are shortcuts wanabees use.
Elitism for the win!   EDIT: Oh, that IS sarcasm, BTW.
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["Thread Reader" - Read a thread.]
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go
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« Reply #12 on: March 22, 2009, 09:33:10 AM » |
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Elitism for the win!   EDIT: Oh, that IS sarcasm, BTW. Of course I was joking, but my statement is not too far from what Masna say. A game creator is simply someone who makes games. How he makes them is irrelevant, as long as the final product is a game. Else, where would we draw the line : if you know how to code, if you build your engine, if you have "experience" in game design, if you build your own API, etc. All these factors will tremendously affect the quality of the game, and the less liberty you have on the development of your game, the less chances it will be an high-end, valuable experience, but it's still a game. I could start writing a book right now, with no knowledge on litterature and the result would be still be called a book, and I would be considered a writer. Not a good or relevant one, but that's not the subject.
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« Last Edit: March 22, 2009, 09:36:38 AM by go »
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Kneecaps
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« Reply #13 on: March 22, 2009, 09:44:57 AM » |
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What really grinds my gears is people who use image-editing tools to create pictures instead of manually entering each pixel's hexidecimal value into an array. Don't they know how art is made?!  Seriously though, I remember when I thought that borrowing code or using libraries was cheating. I'm very happy now that I realized how stupid of an idea that was.
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team_q
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« Reply #14 on: March 22, 2009, 09:58:00 AM » |
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Make something better, with a better tool, and you can inspire them. If they can out produce you with whatever you are using, try harder, or realize that they might be better at it then you.
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KennEH!
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« Reply #15 on: March 22, 2009, 10:08:28 AM » |
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Why not? Unless it's just one level in an already made game, why is it worn to use already developed program to make things easier and quicker? If it's good it's a good game.
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Madness takes its toll please have exact change.
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Renton
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« Reply #16 on: March 22, 2009, 10:14:00 AM » |
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Masna, I don't think you should be pissed off at those guys because I don't even see you doing what they do. Make me a game and then I'll bash your argument.
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Melly
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« Reply #17 on: March 22, 2009, 10:26:53 AM » |
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Honestly Masna, this is kinda childish of you.
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ChevyRay
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« Reply #18 on: March 22, 2009, 10:28:03 AM » |
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I've seen people working with Little Big Planet that have far better grasp of level design than I ever will. 
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mrfredman
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« Reply #19 on: March 22, 2009, 10:53:12 AM » |
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Just to provide a good counter-example. Think of all the incredible user-generated-content and custom maps made for Starcraft and WC3. Without them the Tower Defense genre wouldn't exist, not to mention all the other bizzare game mechanics people came up with that totally redifined gameplay.
I would argue the point on a theoretical level, but I'm short on time and other people already seem to be doing a good job.
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