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Name things/ideas about how to improve the game development

polycounter lvl 17
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wizo polycounter lvl 17
Whether it is some cool technique you've read or heard about, or something games used to do and are not doing anymore...
what is your idea on how to improve game development?


I wish we would sit down more with pen and papers more into the early stages of making a game, and then dive in the 3d stuff. that and naps : )

share your thoughts!

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  • Torch
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    Torch polycounter
    More emphasis on plot and solid game play to make a more memorable experience, rather than "Omg look at the pretty grafix !!"
  • Add3r
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    Add3r polycounter lvl 11
    I definitely second naps.

    On a serious note, definitely more attention to pre-production and gameplay. A lot of teams I have worked on in the past do not have a clear heading on their final design for major key elements contributing to game play and it definitely hinders fun factor and results in a so-so game. Nothing ground breaking, but enough to get by normally, banking on IP. I mean, people buy it and the overall reception is decent, so the same tread seems to continue... But time after time, a game idea's true potential is squashed. Obviously this is why a lot of devs go indie, but even then the tread seems to arise sooner or later as they realize money is key. It sucks, and it definitely one of those things that will always exist I have a feeling.
  • Autocon
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    Autocon polycounter lvl 15
    Leads/Management who when promoted must take management training to know how to be an effective manager.

    Just because your a talented artist who has been in the industry a while doesn't mean you will be an effective lead.
  • Mstankow
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    Mstankow polycounter lvl 11
    Mac OS master race. Cancel development on all other platforms including iOS.
  • thatanimator
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    thatanimator polycounter lvl 6
    less suits and more devs
  • MikeF
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    MikeF polycounter lvl 20
    less banking on long term franchises and more willingness to try different ideas. Dont get me wrong, there are some great ip's out there and there's nothing wrong with yearly releases so long as they're well made, but fresh ideas are what made growing up with games so interesting, you never knew what to expect on new titles and genres.

    Of course this isn't a great business model since you're rolling the dice every time you start a new project, but if it suits the company it can work.
  • BagelHero
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    BagelHero interpolator
    less suits and more devs

    More devs in suits.
  • thatanimator
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    thatanimator polycounter lvl 6
    BagelHero wrote: »
    More devs in suits.

    if we're talking devs dressing up rather than having the same t-shirt for a week, then sure ;)
  • BagelHero
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    BagelHero interpolator
    ;)))

    Seriously though, agree with most of the content of this thread so far. Interesting to hear what people are thinking.
    Especially agree that there needs to be more careful and effective management, more thought and a strong foothold on an idea before heading into development, and naps.
  • Kwramm
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    Kwramm interpolator
    while I like that the industry matures, i.e. taking good practice, self improvement, people development more serious, I dislike that some companies seem to equate maturing with the need of implementing up all the things that are wrong with non game industry office work. Like unflexible core hours, annoying open floor plans with gazillions of people on the floor, or adopting unflexible and bureaucratic policies for HR, IT, etc. just because everyone else is doing it?

    I really wish more game companies would be just as creative about how they implement a mature work environment as they are creative with their art. Why copy all the mistakes that make non gaming professionals whine about their office jobs? I think we should embrace that we're different and use it as strength rather than transforming creative studios into your average boring office job. I think a lot of creativity gets lost that way.
  • ysalex
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    ysalex interpolator
    Torch wrote: »
    More emphasis on plot and solid game play to make a more memorable experience, rather than "Omg look at the pretty grafix !!"

    Noooooo....

    No more plot. Games have enough plot. More story.

    Have you guys seen the destiny trailer? It's 2 minutes of straight plot: the darkness is coming, old battle, you must fight, etc etc etc.

    The story (character reaction and emotion), amounts to a single sentence: "what can I do?"

    Laziest writing I've ever seen.

    Game writers seriously do not understand the importance of story beats, of plot vs story, action vs reaction, and why action beats are soooo soooo soooo much less important that reaction beats.

    Also if you want females to play more games, more story, less plot.
  • BagelHero
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    BagelHero interpolator
    Also if you want females to play more games, more story, less plot.

    I know what you mean, but I'd go as far as saying that if you want to draw in any other market component other than 'core gamers', actual story would help a great deal. Seriously, it's a huge limiting factor. For people who don't already play a gazillion games, it stands out like a sore thumb.

    If you're going to have this huge dependance on Linear Storytelling, at least make it good.
  • ysalex
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    ysalex interpolator
    Yeah I'm on mobile right now, so I didn't want to go through the hassel of editing my comment, but rereading it I though the same thing, singling out females isn't quite correct, basically adding more story/less plot would draw in most everyone who is not currently a gamer.

    Right now games are written for the upper end of the autisms spectrum bar - all plot, no emotion, no reaction, by writers who don't know any better.

    It's a sad state.
  • Muzzoid
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    Muzzoid polycounter lvl 10
    More focus on experimental out of the box thinking.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    more buzz words!
  • tdHendrix
    Spend more time in pre-production to plan stuff out. I don't know about AAA games, but working in mobile games is fast paced and they want to ship the game as soon as they can so there's always a rush to go into production. I feel if there were more time to plan stuff out and work on the pipeline before starting production it would avoid a ton of problems down the road and save a lot of money.

    If your company is working on multiple game projects have an easy way that all the teams can share tools and info to avoid work being done twice.

    Have an ergonomics specialist come by the office and teach everyone about proper posture and how to avoid injury while working.

    A great artist doesn't necessarily make a great leader, give people newly appointed to a leadership position some kind of management training.
  • sargentcrunch
  • eld
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    eld polycounter lvl 18
    ysalex wrote: »
    Yeah I'm on mobile right now, so I didn't want to go through the hassel of editing my comment, but rereading it I though the same thing, singling out females isn't quite correct, basically adding more story/less plot would draw in most everyone who is not currently a gamer.

    Right now games are written for the upper end of the autisms spectrum bar - all plot, no emotion, no reaction, by writers who don't know any better.

    It's a sad state.

    I believe writers have to struggle with the same things as everyone else in the games industry: lots of accommodation to budget and other aspects of game development, especially when writers have to jump in and write stories to games already thought out.

    But yeah, I'd put characters, emotions or feelings over plot most of the time since any plot can be simplified and still be fantastic.


    implementing story and characters into the gameplay is something I want to see more of, such as: dwarf fortress or the sims
  • DEElekgolo
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    DEElekgolo interpolator
    cooperative gpu vendors
  • stevston89
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    stevston89 interpolator
    1. Less emphasis on trends and market research.

    2. Know you what the strengths of your game are and cater to them.

    3. Take more risks on new IPs.

    4. Put people in upper management that actually understand the game making process ( not just the business side).

    5. Smaller games for cheaper. I would love to see some mid sized titles come out that cost like $30.

    6. More exploration. Less hand holding. What I mean by this is let the player figure things out more instead of smacking all of the answers right in their face all of the time.

    7. More visual story telling. I hate that a lot of games throw a wall of text or dialogue at you to tell the story. I want to see the story happen now read it or hear it.
  • throttlekitty
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    throttlekitty ngon master
    Realtime butts.
  • NegevPro
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    NegevPro polycounter lvl 4
    I'd like to see the revival of map/mod tools in PC games along with more developers taking a more "community driven" approach with the development of their games, kind of like what Epic is doing with UT4.
  • Vii
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    Vii polycounter lvl 6
    If I had to summarize my thoughts on this topic in one word... story.

    If I had more than one word, I probably wouldn't bother elaborating, it's pretty obvious.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    I'd say not enough market research or attention to the business side is why so many games & studios fail. You don't have to take a risk on every product, you can market research and make a game that helps pay for your risky title.
  • wizo
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    wizo polycounter lvl 17
    fully agree about story comments, im tired of nonesense shooters with little to no story. A guy shooting people can only be fun for a little while, at least after playing so many of them... they should probably add more strippers like duke nukem did XD


    another point too, communicating more directly inside a studio might help, emails can so easily be a source of miscommunication.
  • notman
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    notman polycounter lvl 18
    Good, solid game engines. I feel like companies keep making game engines, which are complex enough, on their own, but they don't spend the time to make it a solid platform. They get something 'working', then just start cramming everything on top of it.

    Follow that by innovation. Stop doing what the other guy is doing, because their game sells well. Build a game, as if no other games exist. Make what YOU think is fun. If you enjoy playing the game, then most likely, gamers will too.
  • PyrZern
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    PyrZern polycounter lvl 12
    One word; Game-play !!
  • Suba
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    Suba polycounter lvl 5
    Muzz wrote: »
    More focus on experimental out of the box thinking.

    This. More gameplay. More experimentation. But I don't think it is possible, except for indie games.
  • ExcessiveZero
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    ExcessiveZero polycounter lvl 12
    I'd say not enough market research or attention to the business side is why so many games & studios fail. You don't have to take a risk on every product, you can market research and make a game that helps pay for your risky title.

    I disagree, market trends are deceptive, plenty of games have been made that fall in line with market trends and have nose dived, because people already have that experience, but then there's games like papers please, Stanley parable or surgeon simulator, where there's little to compare to and prior the market data would say these games don't have a chance.

    I say be original, if you know what makes a good game (you-tube series like extra credits can help with a deeper understanding) then go off and be original, a game you enjoy making is fundamentally easier to produce.

    Know thy game, Know thyself.
  • tadpole3159
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    tadpole3159 polycounter lvl 12
    Suba wrote: »
    This. More gameplay. More experimentation. But I don't think it is possible, except for indie games.

    Hey! How come it's expected that indie studios have to risk their jobs on experimental games but big studios don't have too just because their big. Why can't people just expect us to make smaller game experiences instead of expecting something completely crazy and out there. That's what I want too see fixed
  • Fogbrain
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    Fogbrain polycounter lvl 5
    Games have had an identity crisis for years, in terms of big releases and anything of the like, in the sense that they try to be more than a gameplay experience, they try to become 'interactive cinematic experiences' and other bulldonkey buzzwords we see at every embarrassing E3 presentation.

    It comes down to the gameplay, and if you have a story, make it a damn good one because at the end of the day, we wanna have fun with gameplay. Games don't need to be this vein in the mainstream that needs to capture people with pretty grafix and explosions.

    The building blocks for great games have been around since Atari was making games outta bloody fat pixels. Gameplay, a style, and if you got a story, have it be worth something.

    Games that strive to be something real and immersive fall flat and age worse than stale bread. There's a reason why the classics still both look and play good.
  • PyrZern
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    PyrZern polycounter lvl 12
    Hey! How come it's expected that indie studios have to risk their jobs on experimental games but big studios don't have too just because their big. Why can't people just expect us to make smaller game experiences instead of expecting something completely crazy and out there. That's what I want too see fixed


    Probably because big companies want to stick to their IP. Call of Duty 9 and Halo 13 and Fifa 2084, and what not. Meanwhile, indie groups do not have the capability to make AAA games, nor do they want to make the same stupid games guys in suits tell them to.
  • killnpc
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    killnpc polycounter
    in Robyn Miller's GDC 2013 talk, he had said the Myst team utilized a D&D-style Q&A process, which i thought sounded pretty rad.

    an old facebook post of mine from last month: within a studio production environment, during pre and mid production, i've thought for some time that creating and maintaining a diorama for groups of characters would be beneficial on a directorial level by helping harmonize a group of characters together as well as associated environment set pieces with themed stages and lighting for each game biome.
  • tadpole3159
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    tadpole3159 polycounter lvl 12
    PyrZern wrote: »
    Probably because big companies want to stick to their IP. Call of Duty 9 and Halo 13 and Fifa 2084, and what not. Meanwhile, indie groups do not have the capability to make AAA games, nor do they want to make the same stupid games guys in suits tell them to.

    Sorry but I don't understand your point. Indie games have publishers too
  • Muzzoid
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    Muzzoid polycounter lvl 10
    Tadpole, the very definition of indie is independent. As in, no publisher.
  • tadpole3159
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    tadpole3159 polycounter lvl 12
    Muzz wrote: »
    Tadpole, the very definition of indie is independent. As in, no publisher.

    Not really,
    Independent developers retain operational control over their companies, pipelines, and organizations and often may work with proprietary engines or other proprietary software. These teams may range in size from single individuals to major companies with hundreds of employees.

    Independent developers may choose to work with one or more game publishers or to self-publish their titles.

    Anyway I don't want to derail a thread here, it's just something I'd like to see changed. The perception of indie games that is
  • Suba
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    Suba polycounter lvl 5
    Anyway I don't want to derail a thread here, it's just something I'd like to see changed. The perception of indie games that is
    Why? The underground has always been more experimental. Underground music, underground movies etc, they pretty much all try to come up with something kinda different. And they are the one that actually start trends in the mainstream. We need that.
    Also less money = Can take more risks. Plus, making a bland indie game will make you stay poor as fuck if you make "just a game" in my opinion.
  • tadpole3159
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    tadpole3159 polycounter lvl 12
    Suba wrote: »
    Why? The underground has always been more experimental. Underground music, underground movies etc, they pretty much all try to come up with something kinda different. And they are the one that actually start trends in the mainstream. We need that.
    Also less money = Can take more risks. Plus, making a bland indie game will make you stay poor as fuck if you make "just a game" in my opinion.

    They don't all have to be weird and experimental though. Think about your favourite games from the past, Your 2d platformers, your adventure games. The big studios don't bother with these genres any more. It would be a shame for entire genres of games to just disappear.
    Take Mega man for example, capcom we're never going to make a new one, not enough money in it I suppose. So along came an indie studio and now their making the fantastic might number 9.
    In my opinion this is were indie gaming is at its best, when it's filling the void left by the big budget games. Broken age is another fantastic example of this as well.
    These aren't risky underground games. These are just small games that people love to play. And that's what indie means to me :)
  • .nL
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    .nL polycounter lvl 3
    **snip**

    Marketing doesn't have to be mass marketing.

    Regardless of what game you're making, it's always a good idea to cover your financial bases before you just assume that there's a niche out there willing to play your game. You don't have to test completely against what came before.

    If I'm building a 1st person diving simulator, where you control the character QWOP style, then I'd better ensure that there's at least a likelihood that a large enough number of people would buy my title to cover my costs, before I even think of hiring 5 more artists and a coder to add that one boss fight with the Cookiemonster.

    I agree that mass marketing is often a problem. But I think that checking for whether your niche exists is something that could mean the difference between life and death for a company.
  • dr grim
    Guys, careful with the pixie dust. I know that shit's free but c'mon now.

    Dev-wise I'd ask for better documentation of certain tools and more WYSIWYG from 3D apps to final product. And less half-assed features (I'm looking at you MB's rigging system).
  • eld
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    eld polycounter lvl 18
    Sorry but I don't understand your point. Indie games have publishers too

    There's different kind of publishing, there's "you'll develop OUR game" and "we'll publish YOUR game".
    In one of these the developer stays independent.


    Indie-developers are also mostly developing non-original games, this is what pays the bills and it's what fills the app-market, it's mainly just the visible tip of the indie iceberg that works on the new experimental experiences.
  • Muzzoid
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    Muzzoid polycounter lvl 10
  • Racer445
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    Racer445 polycounter lvl 12
    less plot, less story, more quake.

    also smaller teams with less focus on technical prowess. ps2/gamecube/wii/xbox games look plenty good enough when running at 1080.

    if we're gonna have to do AAAA huge productions, then we need a way larger focus on tools and automation. honestly i feel like half the tasks involved in making an asset for a game should be automated by now.
  • Zocky
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    Zocky greentooth
    Well there are several things.

    If you have action game, in my experience, they usually have rather badly developed story, and even then it's rather cliche. Not always, but many times.
    Make story with lots of twists, with interesting character, and maybe for once don't make main guy a hero who's going to save galaxy from evil.

    Also, what i would like to see, is type of MMO that would be more along what minecraft was; you can still have pvp, but it wouldn't really be all about actions, but more about coop, about exploring, and creating stuff in games(again, MC). Make more focus on creativity and exploration together with other people, rather then just going out shooting things with them, in MMOs.
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