{"id":785,"date":"2010-01-11T15:27:45","date_gmt":"2010-01-11T14:27:45","guid":{"rendered":"http:\/\/t-machine.org\/?p=785"},"modified":"2010-01-11T17:41:59","modified_gmt":"2010-01-11T16:41:59","slug":"panel-at-sxsw-aaa-game-design-competition","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2010\/01\/11\/panel-at-sxsw-aaa-game-design-competition\/","title":{"rendered":"Panel at SXSW &#8211; AAA Game Design competition"},"content":{"rendered":"<p>In a few months time, I&#8217;ll be in Austin, TX, sitting on a panel at SXSW &#8230; judging people&#8217;s ideas for new computer games. I&#8217;m going to make an offer here, now, to help people entering future competitions (FYI: it&#8217;s too late for SXSW 2010).<\/p>\n<p>This is the fourth time I&#8217;ve been a reviewer or judge for a game-design competition\/panel\/etc, and I&#8217;m noticing some recurring themes. This is interesting, since everything I&#8217;ve judged has been completely different (different countries, different audiences, different rules).<\/p>\n<h4>Recurring themes of game-design competitions<\/h4>\n<p>One theme in particular is that a large percentage (circa 30%) of entries are depressingly bad; it seems that many of the wannabe-game-designers in the world are just plain lazy.<\/p>\n<p>Another theme is that when someone has a good idea, they often don&#8217;t realise how good it is. They end up spending one sentence (or, if you&#8217;re lucky, two sentences) talking about the interesting part, and the next 500 words spewing out meaningless drivel that applies to every game ever made.<\/p>\n<blockquote><p>\ne.g. &#8220;you will have different choices to make in this game, there will be puzzles, and when you finish a puzzle you will get a reward, rewards will be used to unlock more levels, and to finish the game you have to get to the last level, which will be harder than the earlier levels, and &#8230; &#8221;\n<\/p><\/blockquote>\n<p>&#8230; and: STFU. You&#8217;re boring. Do you think that I&#8217;ve never played a computer game before? Or do you just think I&#8217;m so stupid that I can&#8217;t remember what they&#8217;re like?<\/p>\n<h4>Some tragic outcomes<\/h4>\n<p>NB: this is just one example of what goes wrong with competition entries; I could give you countless more&#8230;<\/p>\n<p>Some of the judging I&#8217;ve done was at the start of a competition, where the teams then spent the next 3+ months full-time actually building their games. On those occasions where a team was let through because we saw something special in their core idea, despite them waffling about a million other things, the team tended to make the EXACT SAME MISTAKE during production. They would spend 10% of their time on the cool idea, and 1% on each of 90 irrelevant distractions. They never won (surprise!).<\/p>\n<p>For the times when we just judge ideas, not actual games, my distinct impression is that a lot of &#8220;good&#8221; ideas get thrown out because they&#8217;re submerged in so much rubbish that the judges either don&#8217;t see them &#8230; or assume the above is going to happen, and so they want to give the attention to other, more focussed teams.<\/p>\n<h4>So&#8230;<\/h4>\n<p>So, I&#8217;m offering anyone (anyone!) the chance to get some free feedback on their game idea, in the mindset of a competition judge. Maybe you&#8217;ll discover holes in your pitch, maybe you&#8217;ll discover ways to improve your core game &#8230; maybe it won&#8217;t help you at all :).<\/p>\n<p>Details here: <a href=\"http:\/\/t-machine.org\/index.php\/2010\/01\/11\/got-an-idea-for-a-new-game-want-some-feedback-and-publicity\/\">Got an idea for a new Game?<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In a few months time, I&#8217;ll be in Austin, TX, sitting on a panel at SXSW &#8230; judging people&#8217;s ideas for new computer games. I&#8217;m going to make an offer here, now, to help people entering future competitions (FYI: it&#8217;s too late for SXSW 2010). This is the fourth time I&#8217;ve been a reviewer or [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,7,28,9,14],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/785"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=785"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/785\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=785"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=785"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=785"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}