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Op Ed

TechCrunch - The Gameplay Is The Gameplay. Always. Thanks Ant via Slashdot.
The fun factor is about more than making a game is amusing or full of pretty rewards. If your game is a dynamic system to be mastered and won, then you can go nuts. If you can give the player real fun then you can afford to break some of those format rules, and thatís how you get to lead rather than follow the market. If not then be prepared to pay through the nose to acquire and retain players. Your format strategy wonít matter as your game will lose users regardless of what you do.

games.on.net - Ten lessons that other MMO developers must learn from the death of City of Heroes.
As somebody who purchased the City of Villains Collectors Edition at full retail price back in the day, the transition to free-to-play left me less than impressed. My main character, a Mastermind class with a sweet personal army of ninja, was locked out to meÖ because I hadnít purchased the ability to have Mastermind characters. Yet my (many) alts were available to Ďunlockí simply because they were non-paid classes.

#AltDevBlogADay - What they DONíT tell you about being a game developer.
Because of this unique perspective of having a relatively successful title (despite not yet being released) on my first ever attempt, I havenít yet developed the pessimism that often comes with being an experienced indie game developer. This has led me to want to write this new thought piece, which goes into all of the things that they DONíT tell you about being a game developer. If you want the short and sweet version, feel free to skip to the end.

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6. Re: Op Ed Nov 26, 2012, 15:13 DeadlyAccurate
 
Prez wrote on Nov 26, 2012, 14:06:
I read the indie dev blog first - it was okay. Mostly it struck me that this person must have been extremely young and/or extremely naive to have only discovered some of these "epiphanies" after starting his career as a developer. Most of what he leaned along the way ought to be common knowledge to anyone before they ever consider a career in games. It's not like there isn't thousands of testimonials about it by people who have already been there.

He left out one. It's going to get hard. Very hard. There will be times you won't want to do it. The difference between having a published game and wanting to have a published game is that the first person actually buckled down and finished it. Sounds obvious, but so many people jump ship to a cool new idea when the current idea starts to sound stale and never actually finishes something.

I've written (to completion) many books, and every one of them reaches a point where there's a better story I could be writing at that moment. I have a lot of published and unpublished writers on my Twitter feed, and every one of them reaches that point, too. Many times.

I also disagree with his suggestion to work on a small project before tackling a large one. I know why he's suggesting it, and it's not without merit. But it's similar to the suggestion that if you want to write novels, you should practice on short stories. If you want to write novels, practice by writing novels. Short stories are a different beast.

And if you want to make a sprawling, open-world 3D RPG, why spend time on a 2D platformer? Sure, it's going to be very hard to complete that RPG, but it was always going to be hard. Go ahead and make the game you want.
 
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