Sergio Rosa's Member Blogs
Rezzed was an amazing event and I met a lot of very nice people. Also, people were mostly surprised we had gone from the other side of the world just to present the game at the event, all the way from El Salvador.
At the end of the day I wonder when games can make a change, and when they are just a piece of entertainment.
Gone Home offered the level of exploration I would have expected from Dear Esther. However, in the future please stay away from adventure-ish game elements unless you really need them.
It is not my intention to provide an answer because I don't have any. I just question why I nobody complains when the male appears shirtless and shows "too much abs."
At the end of the day what’s the point in making tools available and open up platforms if, at some point, indies will have problems publishing their titles because they face “obstacles regarding legal issues and paperwork.”
When there are players with mixed feelings about loving the game but feeling ripped off (or simply having your fans acknowledging the price point is high, or even having to defend the price), I believe we have a problem that’s worth discussing.
Making games takes time, so based on last week’s events I have to ask “if games already take a lot of time, do you need to make development even more complicated by making it extremely ambitious?”
Making a game bigger doesn’t always equal to making it better. Game development is already complicated enough. I don’t need it to make it even more complicated by designing too much game. In other words, I always remember to KISS.
The best piece of advice I can give to game-making newbies would be: how about not trying to be better than * or if your game will never be as good as *, and simply try to make something different based on your own experience?
It can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what limitations you want to impose.
[Previous] | [Next]