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獨立遊戲開發者分享會 110528

   GDC 2011 心得分享
 "The Failure Workshop"
The Failure Workshop
●   Kyle Gabler, 2DBoy
●   Kyle Gray
●   Chris Hecker
●   Brad Wardell, Stardock
●   Matthew Wegner, Flashbang Studios
●   George Fan, PopCap Games
The Failure Workshop
●   原本以為很好的點子 / 做法
●   為什麼失敗
●   學到什麼經驗
The Failure Workshop
      "Robot and cities that built him"
●   Kyle Gabler, 2DBoy
The Failure Workshop
"Robot and cities that built him"
The Failure Workshop
     "Robot and cities that built him"
●   機器人 殺 人
●   想辦法說一個不知所云的故事 (Indie games??)
●   但不管瞎掰了多少東西總之遊戲感覺不好玩
●   莫名其妙地忘記 prototyping =>
    所以回頭重做了一個只准使用方塊的 prototype
The Failure Workshop
"Robot and cities that built him"
The Failure Workshop
          "Robot and cities that built him"
●   ...
●   果然一點都不好玩
The Failure Workshop
"Robot and cities that built him"
The Failure Workshop
           "Cat-Mouse-Foosball"
●   George Fan, PopCap Games
●   Plants v.s. Zombies 主設計者
●   2001 年失敗的例子
●   第一次嘗試遊戲設計與開發,之前只會畫圖
The Failure Workshop
"Cat-Mouse-Foosball"
The Failure Workshop
              "Cat-Mouse-Foosball"
●   遊戲機制和炸彈超人類似(?)
●   (其實也可以拿來和 ChuChu Rocket 比)
●   事實是 ...
The Failure Workshop
"Cat-Mouse-Foosball"
The Failure Workshop
        "Cat-Mouse-Foosball"
●   畫圖和遊戲設計的不同處
The Failure Workshop
        "Cat-Mouse-Foosball"
●   越早開始實作原型越好
●   不要因為一次失敗就放棄
The Failure Workshop
           "VelociRaptor Safari HD"
●   Matthew Wegner, Flashbang Studios
●   七年多前成立,做 Casual Games
●   八週做一款遊戲 =>
    No World of Goo. Even no Canabalt, too.
●   把流量較高的作品 HD 化?
The Failure Workshop
"VelociRaptor Safari HD"
The Failure Workshop
       "VelociRaptor Safari HD"
●   最大的錯誤:搞錯「精緻化」的方向
●   採取了看似穩健,但其實是在浪費時間的做法
The Failure Workshop
"VelociRaptor Safari HD"
The Failure Workshop
       "VelociRaptor Safari HD"
●   玩家想從遊戲中玩到的東西到底是什麼
The Failure Workshop
          "Elemental: War of Magic"
●   Brad Wardell, Stardock
●   現在的 Impulse
●   以前做 OS/2 的 Indie game ! ( 大學時代 ) =>
    Galactic Civilization 初代
●   很成功
The Failure Workshop
"Elemental: War of Magic"
The Failure Workshop
         "Elemental: War of Magic"
●   GalCiv2 花 700K 鎂製作 => 收入 11~M 左右
●   Metascore: 92 !
●   野心變得太大
●   一盤散沙式的開發,而且沒有真的設計者、沒有
    真的管理者
●   Producer/Director 還自己坳下去 Coding..
The Failure Workshop
"Elemental: War of Magic"
The Failure Workshop
         "Elemental: War of Magic"
●   Metascore: ..... 56 !!!!
●   6~7 個人以上就開始無法用無責任法開發遊戲
●   盲點:難以接受團隊裡有人沒在寫程式或畫圖
●   盲點:大家都有難以拒絕的點子
●   盲點:「在我機器上能跑啊!」
The Failure Workshop
           "Rock Climbing Failure"
●   Chris Hecker
●   一些主要 Indie Game Jam 的主辦者
●   在 SIGGRAPH 很活躍
●   做很多技術研究,寫很多技術文章
●   在他開始參與 Spore 開發之前的事 (01~03 年 )
●   Will Wright 說他的研究可能把角色動畫技術推進
    了好幾年
The Failure Workshop
"Rock Climbing Failure"
The Failure Workshop
"Rock Climbing Failure"
The Failure Workshop
       "Rock Climbing Failure"
●   技術鑽研過頭
●   太多和遊戲製作本身無關的活動
The Failure Workshop
         "Rock Climbing Failure"
●   MATHEMATICA !
The Failure Workshop
          "Rock Climbing Failure"
●   ...
●   真正的問題:「怕設計遊戲」
●   解決程式技術問題反而變成「逃避問題的辦法」
●   數學上難解的元素也很難用來做設計

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igdshare 110528: GDC2011 心得分享 "The Failure Workshop"

  • 1. 獨立遊戲開發者分享會 110528 GDC 2011 心得分享 "The Failure Workshop"
  • 2. The Failure Workshop ● Kyle Gabler, 2DBoy ● Kyle Gray ● Chris Hecker ● Brad Wardell, Stardock ● Matthew Wegner, Flashbang Studios ● George Fan, PopCap Games
  • 3. The Failure Workshop ● 原本以為很好的點子 / 做法 ● 為什麼失敗 ● 學到什麼經驗
  • 4. The Failure Workshop "Robot and cities that built him" ● Kyle Gabler, 2DBoy
  • 5. The Failure Workshop "Robot and cities that built him"
  • 6. The Failure Workshop "Robot and cities that built him" ● 機器人 殺 人 ● 想辦法說一個不知所云的故事 (Indie games??) ● 但不管瞎掰了多少東西總之遊戲感覺不好玩 ● 莫名其妙地忘記 prototyping => 所以回頭重做了一個只准使用方塊的 prototype
  • 7. The Failure Workshop "Robot and cities that built him"
  • 8. The Failure Workshop "Robot and cities that built him" ● ... ● 果然一點都不好玩
  • 9. The Failure Workshop "Robot and cities that built him"
  • 10. The Failure Workshop "Cat-Mouse-Foosball" ● George Fan, PopCap Games ● Plants v.s. Zombies 主設計者 ● 2001 年失敗的例子 ● 第一次嘗試遊戲設計與開發,之前只會畫圖
  • 12. The Failure Workshop "Cat-Mouse-Foosball" ● 遊戲機制和炸彈超人類似(?) ● (其實也可以拿來和 ChuChu Rocket 比) ● 事實是 ...
  • 14. The Failure Workshop "Cat-Mouse-Foosball" ● 畫圖和遊戲設計的不同處
  • 15. The Failure Workshop "Cat-Mouse-Foosball" ● 越早開始實作原型越好 ● 不要因為一次失敗就放棄
  • 16. The Failure Workshop "VelociRaptor Safari HD" ● Matthew Wegner, Flashbang Studios ● 七年多前成立,做 Casual Games ● 八週做一款遊戲 => No World of Goo. Even no Canabalt, too. ● 把流量較高的作品 HD 化?
  • 18. The Failure Workshop "VelociRaptor Safari HD" ● 最大的錯誤:搞錯「精緻化」的方向 ● 採取了看似穩健,但其實是在浪費時間的做法
  • 20. The Failure Workshop "VelociRaptor Safari HD" ● 玩家想從遊戲中玩到的東西到底是什麼
  • 21. The Failure Workshop "Elemental: War of Magic" ● Brad Wardell, Stardock ● 現在的 Impulse ● 以前做 OS/2 的 Indie game ! ( 大學時代 ) => Galactic Civilization 初代 ● 很成功
  • 23. The Failure Workshop "Elemental: War of Magic" ● GalCiv2 花 700K 鎂製作 => 收入 11~M 左右 ● Metascore: 92 ! ● 野心變得太大 ● 一盤散沙式的開發,而且沒有真的設計者、沒有 真的管理者 ● Producer/Director 還自己坳下去 Coding..
  • 25. The Failure Workshop "Elemental: War of Magic" ● Metascore: ..... 56 !!!! ● 6~7 個人以上就開始無法用無責任法開發遊戲 ● 盲點:難以接受團隊裡有人沒在寫程式或畫圖 ● 盲點:大家都有難以拒絕的點子 ● 盲點:「在我機器上能跑啊!」
  • 26. The Failure Workshop "Rock Climbing Failure" ● Chris Hecker ● 一些主要 Indie Game Jam 的主辦者 ● 在 SIGGRAPH 很活躍 ● 做很多技術研究,寫很多技術文章 ● 在他開始參與 Spore 開發之前的事 (01~03 年 ) ● Will Wright 說他的研究可能把角色動畫技術推進 了好幾年
  • 27. The Failure Workshop "Rock Climbing Failure"
  • 28. The Failure Workshop "Rock Climbing Failure"
  • 29. The Failure Workshop "Rock Climbing Failure" ● 技術鑽研過頭 ● 太多和遊戲製作本身無關的活動
  • 30. The Failure Workshop "Rock Climbing Failure" ● MATHEMATICA !
  • 31. The Failure Workshop "Rock Climbing Failure" ● ... ● 真正的問題:「怕設計遊戲」 ● 解決程式技術問題反而變成「逃避問題的辦法」 ● 數學上難解的元素也很難用來做設計