Torque Stories
by Nauris Krauze · in Game Design and Creative Issues · 11/23/2001 (12:29 am) · 5 replies
I has been browsing through forums for some days and finally understood the problem most of the visitors have- too much good ideas no one (even newbie teams) want to risk for.
The problem is - developing the game takes at least a year so start up teams want to make another half-life or RPG. That is the reason all these ideas end up forgotten in old threads.
One of the possible solutions in my opinion - organize some kind of Lab for short stories/games. Lets use these cool ideas for short games - five levels, even four maybe. It would help to find team-mates, experiment with different and innovative gameplay mechanics, and show yourself off. Also, teams would recieve feedback sooner which is crucial as most of developer groups fall apart loosing their belief in game idea and/or each other.
I'm suggesting that Garage Games maybe could somehow support that kind of lab with additional forums and sub-directory meant only for short games/Torque stories.
There could be downloadables, news on project progress, additional help wanted ad for short term help (some models maybe, some code work, some 2D art)
The main idea is - short (but completed) games take less time to develop and lets be innovating. Maybe GG could even make another kind of agreement using Torque engine (costing less, maybe?) for short games and keep rights on publishing commercial CD with short games collection if something worthy has been developed.
Engine Which Tells Stories - sort of.
Maybe it is possible even to make Torque Stories base programm so gamers should not have to download each complete short game, but just install little addititional file (sort of mod) in default interface.
well..just my two cents...wait no - I'd put 2 dollars! ;)
The problem is - developing the game takes at least a year so start up teams want to make another half-life or RPG. That is the reason all these ideas end up forgotten in old threads.
One of the possible solutions in my opinion - organize some kind of Lab for short stories/games. Lets use these cool ideas for short games - five levels, even four maybe. It would help to find team-mates, experiment with different and innovative gameplay mechanics, and show yourself off. Also, teams would recieve feedback sooner which is crucial as most of developer groups fall apart loosing their belief in game idea and/or each other.
I'm suggesting that Garage Games maybe could somehow support that kind of lab with additional forums and sub-directory meant only for short games/Torque stories.
There could be downloadables, news on project progress, additional help wanted ad for short term help (some models maybe, some code work, some 2D art)
The main idea is - short (but completed) games take less time to develop and lets be innovating. Maybe GG could even make another kind of agreement using Torque engine (costing less, maybe?) for short games and keep rights on publishing commercial CD with short games collection if something worthy has been developed.
Engine Which Tells Stories - sort of.
Maybe it is possible even to make Torque Stories base programm so gamers should not have to download each complete short game, but just install little addititional file (sort of mod) in default interface.
well..just my two cents...wait no - I'd put 2 dollars! ;)
About the author
Nauris Krauze is 2D designer/illustrator with 10 years experience in game development. Currently art director at 3Nstudio, working on games for social networks, occasionally doing some contract work.
#2
It is truly brilliant story played in truly weird way. Check it out, some classic sites has java version of it.
It blows your mind away.
11/26/2001 (12:08 am)
Later teams could expand their projects when feeling more stable. I have always dreamed of some indie team remaking that fantastic text adventure "Spider and The Web" (with original's authors permission, of course) into 3D action adventure.It is truly brilliant story played in truly weird way. Check it out, some classic sites has java version of it.
It blows your mind away.
#3
11/29/2001 (4:35 pm)
You can also play Spider and Web using a Z-Machine interpreter such as WinFrotz. Both that and the necessary game file are available on the IF Archive.
#4
Take the FPS for example. Suppose you have an engine.
First you need to program all the thing behind the game, the ones the player doesnt even see, the basics. Then more complex things: AI, weapons, HUD, other entities.
Then the artists of the team make all the models, textures, HUD graphics, menu, etc. And when this all done you can start building a level. Of course you can combine the steps but thats a lot of work just to make one level. So why to make just one or two levels if it'll take some years? Lets make all the 50 levels we designed becouse it'll take less time then making the first one.
Take me for example, after more then a year of work the first level isnt ready yet.
11/30/2001 (12:57 pm)
There is no such thing "short games". It takes time to make games. A LOT of time.Take the FPS for example. Suppose you have an engine.
First you need to program all the thing behind the game, the ones the player doesnt even see, the basics. Then more complex things: AI, weapons, HUD, other entities.
Then the artists of the team make all the models, textures, HUD graphics, menu, etc. And when this all done you can start building a level. Of course you can combine the steps but thats a lot of work just to make one level. So why to make just one or two levels if it'll take some years? Lets make all the 50 levels we designed becouse it'll take less time then making the first one.
Take me for example, after more then a year of work the first level isnt ready yet.
#5
This might be a good training ground for new indie developers. They could get their feet wet without the full overhead of developing a complete game. Customers get new content on an ongoing basis. Hmm. Sounds like, I dunno, www.tribes2maps.com only instead of new maps, they are complete little episodes.
Once the folks making one feel more comfortable with the engine, they could move on to a completely new game. It may sound a bit odd, but I'm willing to bet that is basically the path many people here at GG have taken, planned or not. I know that's pretty much how I got here (write some scripts, make some mini-mods, work up a few cool maps, build some new interiors, next thing you know you are making a complete game).
And if the public caught on and liked the idea, this could be the item that brings a steady flow of traffic to GG's store (even if the episodes themselves are free, other items are enticing them as they pass thru looking for new freebies). That is how you generate impulse buying.
And let's face it. Despite how much stock people put in the opinions of websites and friends, they still buy games without really knowing what they are getting. And then bitch about it. On the other hand, if an episode by Joe Indie was really cool, they may buy Joe Indie's subsequent game, only because they liked the episode he/she did. You do eventually want to sell games right?
I imagine we are going to see a small swarm of such 'episodes' in the form of mini-mods to the basic Torque demo game... I certainly plan to do one, simply for the fun, experience, and exposure. And hopefully, I will learn something about how well my ideas go over with gamers, allowing me to better develop a game that will make sales.
11/30/2001 (3:22 pm)
Mebbe there is no such thing as 'short development' but the idea is good - provide an episode-based game. Allow groups to provide small chunks of content, reusing some that already exists. Customers can download episodes as they are available. Sort of like AD&D modules.This might be a good training ground for new indie developers. They could get their feet wet without the full overhead of developing a complete game. Customers get new content on an ongoing basis. Hmm. Sounds like, I dunno, www.tribes2maps.com only instead of new maps, they are complete little episodes.
Once the folks making one feel more comfortable with the engine, they could move on to a completely new game. It may sound a bit odd, but I'm willing to bet that is basically the path many people here at GG have taken, planned or not. I know that's pretty much how I got here (write some scripts, make some mini-mods, work up a few cool maps, build some new interiors, next thing you know you are making a complete game).
And if the public caught on and liked the idea, this could be the item that brings a steady flow of traffic to GG's store (even if the episodes themselves are free, other items are enticing them as they pass thru looking for new freebies). That is how you generate impulse buying.
And let's face it. Despite how much stock people put in the opinions of websites and friends, they still buy games without really knowing what they are getting. And then bitch about it. On the other hand, if an episode by Joe Indie was really cool, they may buy Joe Indie's subsequent game, only because they liked the episode he/she did. You do eventually want to sell games right?
I imagine we are going to see a small swarm of such 'episodes' in the form of mini-mods to the basic Torque demo game... I certainly plan to do one, simply for the fun, experience, and exposure. And hopefully, I will learn something about how well my ideas go over with gamers, allowing me to better develop a game that will make sales.
Evan Hamilton
-Evan