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Old 13-07-2011, 07:26 PM   #35
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Join Date: Jul 2009
Location: Hungary
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Quote:
Originally Posted by Wicky View Post
... It's time to split up the developers into "graphic" and "game mechanics" specialists.
I totally agree with you on that. Why? I'm an IT student (officially, I usually deny it), and I must learn tons of new stuff in order to be able to have an up-to-date knowledge. But by the time I'm able to write a decent indie game, the enthusiasm is dead in me, and the inspiration had faded away. I tried to make games in nearly all genres:

I tried to...

- write an adventure game of choices in javascript (failed)
- write a text adventure game in Pascal (failed)
- write a text adventure game in Inform (failed)
- write a 2D game in Pascal (failed)
- create a total conversion of HL1 (failed)
- write an rpg in RPG Maker
- create a game with Game Creator

etc, etc. Maybe I just simply suck at working hard. Who knows, me not. I only know that I'm better drawing traditional art and writing novels than writing code (not that I'd be awful at programming in pascal - it's boring to me). So if I had to choose between creative work or peon work, I'd go with gameplay design, or story writing, or something. Yeah, I know everyone thinks "Oh, if I could make a game, I'd make one about mutant ninja pizzas! With hammers! GIANT MU.........NG HAMMERS! GRRR!", but one has to think about technological limitations, and such. Few people get to control a dozen of 3D modelers and level designers to make a game, and even then their hands are tied by publishers who are seeking 100% chances of selling millions of games. Well, either that or I'll just tie my sorry ass to my chair and learn that shit about functions, calls and heritages...
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