The Ideal
Hooray for snow in April! You know that 72 degree day we had.. yesterday.. really made snow look like a thing of the past. Little did we know. Anyways, today I will talk about the ideal for the game. Why I want to make the game I want to make. What the goals are. In short, I just want a game that's fun as all hell to play, and a playground that will allow you to get in crazy intense situations and out again if you're lucky.
The game I intend to make doesn't have a name yet. Actually, it doesn't even have a game yet. I'm going to begin by creating a "demo" for lack of a better word. A playground to test limitations and see how far I can flex the creative and technical muscle. I'm calling it Confined so far (intending for it to be small and limited), but I think I may change it to Mastery and this is why: I'm a big proponent of games featuring two things - intensity and skill. Admittedly many games where time spent > skill are among my all-time favorites (FF3, Ogre Battle, and Chrono Trigger among dozens of others), but the games where skill > time really get the heart racing. Skill depends on quick-thinking and reflex, and those two aspects spawn intensity. Intense games are the greatest game in many peoples opinions, as they're capable of spawning the greatest moments... those "holy crap" and "wow" moments. Those tend to stick with you in more than just a deep nostalgic sense. For example, a few games I hold in high esteem due to the intense factor are Halo, Soul Calibur (1 or 2. 3 is drivel), and Midnight Club II... I don't really know why that last one, but something about repeatedly avoiding crashing into 8,000 vehicles within a hair's-width really got me going.
Since I could go on and on and on about the content and systems of the game, I will avoid that for now. That's something to tackle tomorrow. I have several dozen pages of stuff typed out. The initial demo of the game will only contain a fraction of all that, but will touch upon most of the meat of the full features enough so that I can play it thoroughly and determine if they all gel well in one cohesive package. Maybe one day, with a full completed demo, I can present it to some financiers for the backing to create the full beast... until then I have to think small. Unfortunately, small for me is still pretty ambitiously massive.
The game I intend to make doesn't have a name yet. Actually, it doesn't even have a game yet. I'm going to begin by creating a "demo" for lack of a better word. A playground to test limitations and see how far I can flex the creative and technical muscle. I'm calling it Confined so far (intending for it to be small and limited), but I think I may change it to Mastery and this is why: I'm a big proponent of games featuring two things - intensity and skill. Admittedly many games where time spent > skill are among my all-time favorites (FF3, Ogre Battle, and Chrono Trigger among dozens of others), but the games where skill > time really get the heart racing. Skill depends on quick-thinking and reflex, and those two aspects spawn intensity. Intense games are the greatest game in many peoples opinions, as they're capable of spawning the greatest moments... those "holy crap" and "wow" moments. Those tend to stick with you in more than just a deep nostalgic sense. For example, a few games I hold in high esteem due to the intense factor are Halo, Soul Calibur (1 or 2. 3 is drivel), and Midnight Club II... I don't really know why that last one, but something about repeatedly avoiding crashing into 8,000 vehicles within a hair's-width really got me going.
Since I could go on and on and on about the content and systems of the game, I will avoid that for now. That's something to tackle tomorrow. I have several dozen pages of stuff typed out. The initial demo of the game will only contain a fraction of all that, but will touch upon most of the meat of the full features enough so that I can play it thoroughly and determine if they all gel well in one cohesive package. Maybe one day, with a full completed demo, I can present it to some financiers for the backing to create the full beast... until then I have to think small. Unfortunately, small for me is still pretty ambitiously massive.

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