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Re: Interactive storytelling and me; and a challenge
- To: idrama@flutterby.com
- Subject: Re: Interactive storytelling and me; and a challenge
- From: "Brandon J. Van Every" <vanevery@indiegamedesign.com>
- Date: Sun, 05 Jun 2005 02:12:12 -0700
- In-reply-to: <6b.469758ab.2fd32f62@aol.com>
- Organization: Indie Game Design
- References: <6b.469758ab.2fd32f62@aol.com>
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@mail.flutterby.com
- User-agent: Mozilla Thunderbird 1.0.2 (Windows/20050317)
WFreitag@aol.com wrote:
Perhaps the lack of greater fame and
fortune is preventing some really really good designers, or even all the very
best designers, from participating in the craft. That means nothing. The ones
that do choose to design and publish games on these terms are producing games
that are better than the full-time pros have turned out for decades, and they're
producing more good games than I'll ever have time to play.
Quite a conundrum. Quality and popularity seemingly are at
enviornmental odds with each other. People achieve quality in the
small, or popularity in the large, but not quality in the large. That
problem domain eludes people's thinking, because nobody manages to
muster the resources to undertake it.
BTW, I too explored feasible ratios of "pro" GMs to paying players, in my
case in face to face LARP games. I played cases up to 200 simultaneous players
and 20 gamemasters. My conclusions are very similar to yours about the lowest
acceptable ratios, and the resulting lack of profitable business models.
Nice to have reproducible results! :-)
Your previous observation that freeform role playing
produces outcomes that are uninteresting for non-participants to read about
after the fact (which I agree with, btw) suggests that there is an important
difference, because MLWM accounts are usually gripping.
Well, that's an interesting claim. Pity I'm devoid of time right now.
Guess I'll get to it someday.
Making money? Maybe, but reasonable expectations are key... even assuming I
come up with a game that's every bit as accessible and appealing I hope it
could be. How long ago did Trivial Pursuit come out? How long since Magic: The
Gathering? How many other boxed games during that time span have made an
impression outside the dedicated hobbyist market, or yielded riches for their
inventors?
Pictionary comes to mind.
I think I'd rather have my AIs generate art assets, ala procedural
modeling. If an AI could do it decently, then the results are "known to
be saleable." Seems like visual art generation would be a lot easier
than story generation. Crap just has to look interesting.
Sure, sounds like a fine idea. But a bit off-topic. "Do you think lead
miniatures are useful in tabletop role playing games?" "I'd rather use lead to make
shotgun pellets to hunt rabbits with." Uhm, okay...
I usually bill myself as a Game Designer, but really I'm a Game
Developer who puts on many hats. If you want to make money, and get
people to notice stuff, and keep your independence, you'll have to put
on various hats. I don't think one should eschew the hats. Perhaps the
generated stories just can't garner the attention by themselves.
Analogously, people have been using audio to boost the perceived quality
of their visuals for quite some time now.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
"The pioneer is the one with the arrows in his back."
- anonymous entrepreneur