Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Juniper
Pages: [1]

General Discussion / Re: Goblins Of The Game Industry
« on: October 22, 2006, 09:10:29 pm »
One thing that really gets me is games that are made from movies and/or TV shows, they are usually not top quality games
and it seems to me that this is because people are going to buy it anyway because of the name on it. But as sto says, thats the way the business work. People jump on the chance to work on a game made after a movie or show without realizing what type of projects these are. Just once I'd like to see a game that was given even more time than the movie or show to get it right.

In the big license titles I've worked on, the problem with quality has been precisely because not enough time was spent on the game.  However, the reason wasn't because we were counting on the license to sell units and hence didn't care about was because the stupid license holder didn't look for developers and/or sign a contract in time!  Usually it's like, "ok we have this big movie coming out, oh yeah we should have a mobile game released simultaneously...hey can your team make a game in 6 weeks?"

The fact that it's a big license suckers you into saying "sure we can do that!" because that kind of work is great for the ol' portfolio.  If it was not a cool license, you'd be saying "no way are you crazy, that's not enough time!"  You can't ask for more time because if the game comes out a week after the movie, sales slip alot.

As a result, another crappy movie license game hits the airwaves. 

I guess that's what you were saying, FaeryShivers!  It -would- be great to see the games given more time.  Darn those license-holders.  Drat those publishers.

Nevertheless, it -is- good for the resume, so I'd say it's worthwhile to work on such games now and then.

General Discussion / Re: Goblins Of The Game Industry
« on: October 22, 2006, 09:02:06 pm »

One additional point: Learn to sever emotional ties with the game you're working on.

Hear hear!  This is one of the most valuable things I've learned.  Even if you know what's best for the game, in the end it's about what the higher-ups want.  You should absolutely try to make them understand why things should be done "your way," but if they decide against it, don't push the point anymore.  Move on, do exactly what you are asked to do without sulking  :-X

This is also good to think about when you -are- one of the higher-ups.  The people working on your project may know what's best, even if it doesn't mesh with your original vision.  When I designed my own game, I was a little too attached to the work I'd already done in pre-production.  I bitched and moaned when the guy who was actually going to do most of the art wanted to do the sprites in his own style, but in the end he was right!  The game looked better his way, and he was probably more productive because he was a happy camper.

This is basic professionalism I guess, but it's hard to keep in mind when you are far too emotionally attached to the game!

Pages: [1]