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« on: February 17, 2007, 07:47:54 am »
I think that's maybe a little bit pessemistic. I make a pretty good living in pixels, and I don't have to work on projects I hate to do it. But a lot of your advice is well-said.
"Bully/Dog eat Dog call it what you will is GTA with kids. It's the Sims with violence. Who in their right mind would want to sit building Sims year after year?"
I'm guessing you haven't actually played the game? Bully has some of the most refined, intelligent game design in years and the story and characters are just fantastic.
"If you come into the games industry you must realise that what was once fun becomes the way to pay the bills, pure and simple. And if Microprose offer you a quarter of a million to develop Strawberry Shortcake or Muppet babies. You snatch it out of their hand so fast their heads spin. And hopefully you can try to do the best Strawberry Shortcake or Muppet babies title ever."
But those licenses aren't necessarily a bad thing either. It just depends on where your interests lie. I've found that it's often easier to create new gameplay and convince a publisher to go with stranger gameplay ideas on a less-prominent license, not to mention your gameplay is less built-in. By this I mean if you work on a Naruto game, the gameplay, animation style, etc. is pretty much decided on and expected before anyone starts on the game. With a Strawberry Shortcake game, there might be a lot more room for experimentation and artistic ownership.
- Adam