Quote:
Originally Posted by Tetraman
The more I dive into my college major, the more I dive into FIRST and the more I dive into wanting to one day be on the GDC, there are always things that really bother me when they talk about how they go about their process in designing a game - Such as finding where the game pieces are available for teams AFTER they are done designing the game basics. Wouldn't they rather make it a priority to find a massively large quantity of a game element to use and designing around that?
Obviously not all games require a massive amount of game elements, like last year, but then again last year had specifics to the game element. I really think there needs to be more Planning on the part of the GDC, or I hope that I've been misunderstanding what they say, which with me is always a possibility.
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There are an awful lot of assumptions here that may not, in fact, be true.
The GDC process is one of the most over-constrained and insidious that I have ever experienced. It was not a joke when I once said that I have seen requirements statements for entire spacecraft that were less constrained and with fewer self-contradictory requirements. Complying with a statement like "pick a game piece and associated supplier, and then design the game around that" is no easier than answering the perennial question "which came first, the hamster or the toad?"
As an aside, if you really want to be on the GDC some day, may I make a suggestion? Starting out by telling the GDC that their process really bothers you and they need to do more planning, when you don't really even know what their process is, may not be the best approach.
-dave
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