Jeff Vogel's Blog
Jeff Vogel founded tiny, adorable indie game company Spiderweb Software in 1994. Since then, he has written many fantasy RPGs, including the Exile, Geneforge, Avadon, and Avernum series and Nethergate: Resurrection. Has also done much writing, including the Grumpy Gamer series for Computer Games Magazine, the View From the Bottom series for IGN, and the book The Poo Bomb: True Tales of Parental Terror. He is currently a long-winded blowhard at the Bottom Feeder blog and a terse blowhard on Twitter.
A step-by-step design analysis of the very long, long introduction to a recent popular game. The goal: To show how it could be shortened to make a more effective game and a less grueling experience for the player.
If your game has 100000 words, you could have done the same thing more effectively with 50000. If your game has 500000 words, you could have done better with 150000. If your game has over a million words, WHAT ARE YOU DOING!?!?!?
The Indie Bubble happened. And then the Indie Glut. The indie games business has entered its final phase, which will last forever. What is it, and how can we survive in it? If survival is possible. I mean, have you looked out there lately? It's BANANAS!
My advice for young people who want to become creators of video games (or any other craft, really), based on my 20+ years in the wilderness of the industry. It is advice in a blog post and therefore to be considered dubious until proven otherwise.
Video games have a crippling self-esteem problem. Sometimes we need to take a step back, smile, pat ourselves on the backs, and realize that what we do is amazing and awesome. Like, literally, amazing and awesome.
Game devs have a lot of things to argue about. Our art form is very, very new, and there are countless unanswered questions. I helpfully provide a list of Open Questions In the Field of Video Game Development and Marketing. Pick one and start shouting!
Jeff Vogel's Comments
[Blog - 06/16/2017 - 09:40]
I would love more gritty ...
I would love more gritty step by step analyses of games and what they do right and wrong. If you 're interested, I recommend the excellent indie game Quadrilateral Cowboy. After you win, you unlock a director 's cut playthrough, and the comments are super-informative.
[Blog - 03/30/2017 - 09:54]
Use whatever assets you can ...
Use whatever assets you can to actually get your game done and off the launch pad, and don 't feel guilty. Remember, for a gamer to be mad at the assets you used, they have to actually have TRIED YOUR GAME. If that happens, you 're winning r n r ...
[Blog - 09/23/2016 - 09:31]
Thank you It 's cool ...
Thank you It 's cool if people don 't read it. It 's looong. Honestly, I just wanted one convenient link to send to people who ask me, How do I write games Sending them this link also shows them Gamasutra, which is a nice bonus.
[Blog - 09/08/2016 - 11:18]
Many, many thanks to Gamasutra ...
Many, many thanks to Gamasutra for printing my entirely sincere and perhaps slightly over-caffeinated post. This post has been blowing up on my blog, and I really hope I can share some numbers with Gama. I 'll be dropping in all day and taking on all comers if you want ...
[Blog - 04/06/2016 - 01:31]
I agree 100 about the ...
I agree 100 about the lack of civility on the Internet. Though, as someone who joined it in 1988, I promise you that it was NEVER civil. r n r nBut it is possible to have a civil, respectful debate. That is what I don 't see, and I mourn ...
[News - 03/15/2016 - 02:30]
Thank you very much for ...
Thank you very much for the kind write-up of our talk There was one place where I misspoke. I wanted to write what I intended to say, because what I actually said didn 't make sense. r n r nWhat I wanted to say was, I write respectable niche games ...