After two decades in #gamedev what remains for me is a strong desire to make a game that’s _about_ something. Small teams, portfolio thinking, stakeholders… so easy to get stuck in genre, mechanics, retention, loops type thinking.
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I’m not sure I can even clarify the difference, even less so explain it to a team. I don’t mean narrative or political games or such. More like the Cinemaware ideals perhaps. Knowing what you want players to experience rather than talking about what you want them to be doing.
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I’ve been as guilty as anyone of having a “biz mindset”. It’s easier to agree on what precursor game to be inspired by than it is to share a new vision I guess…
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Replying to @carnalizer
The likelyhood of those games happening is inversely proportional to the need to make money. Not that they won't, but convincing others is much harder.
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Replying to @gamesbymanuel
It just to be that I thought Hollywood had that figured out, but now they’ve seem to have regressed into a market analysis mindset too.
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Yeah, if it's not something proven (sequel, reboot, adaptation), it won't happen.
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