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Game Creation Tools
More than a century after Eastman's simple roll cameras, today's
computer culture values a similar strain of creative populism. Websites and
software provide tools that promise to "democratize" the creative
process.
Cheaper, more powerful hardware and inexpensive, easy-to-use software
have made professional video editing and DVD production available to everyone.
No-investment on-demand printing have made CD and t-shirt manufacturing a snap.
Blogs and one-off book printing services have made written publication easy.
Following this trend (and its commercial success) are several
nascent attempts to do for video games what the Brownie did for photography.
Big players like Microsoft (Popfly Game Creator), and EA (Sims Carnival) have
gotten into the game-maker game, as have start-ups like Metaplace, Gamebrix,
PlayCrafter, and Mockingbird.

Microsoft's Popfly service

Areae's Metaplace
Each of these products offers users a slightly different way to
simplify game creation. Sims Carnival offers three methods: a wizard, an image
customizer, and a downloadable visual-scripting tool. PlayCrafter relies on
physics, Gamebrix on behaviors, Mockingbird on goals. Popfly uses templates.
As platforms, each tool relies on the formal properties of
different sorts of games. Some differences are obvious: Sims Carnival's Wizard
and Swapper tools let people create games very easily by changing variables and
uploading new art, while PlayCrafter automates physical interactions.
Formal distinctions are a common way of simplifying the creation
of games. Long before Sims Carnival and its brethren, desktop game creation
software used genre conventions as the formal model for add-assets-and-script
type tools: GameMaker fashions tile-based action/arcade games; Adventure Game
Studio makes graphical adventures; RPGMaker outputs role-playing games.

GameMaker

Adventure Game Studio
A focus on formal constraints like character statistics or genre
distinctions like moving from screen to screen makes sense from a tool
developer's perspective: different sorts of games require different kinds of
programmatic infrastructures.
But from the lay creator's perspective, genre is
a less useful starting point than topic. "I want to make a game about my
cat" is a different sentiment than "I want to make a graphical
adventure game." Photography doesn't make such a distinction; a camera can
just as easily take a landscape as a portrait.
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Well written, thank you.
Then all the crowd take down our looks
In pocket memorandum books.
To diagnose
Our modest pose
The Kodaks do their best:
If evidence you would possess
Of what is maiden bashfulness,
You only need a button press—
And we will do the rest.
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All of which is kind of irrelevant to your main point, but I know you like obscure references. Gilbert also was one of the first to joke about the telephone, in H.M.S. Pinafore - and for years after making the game PHM Pegasus, people were still referring to it as HMS Pegasus. There, I brought it back to games!