Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: Igor Hardy on Thu 09/08/2012 20:45:00

Title: How rapid prototyping saved Tim Schafer from extinction
Post by: Igor Hardy on Thu 09/08/2012 20:45:00
An interesting series of GDC talks fom Schafer & Co that might be educational for people looking for rapid game making strategies:

http://www.gdcvault.com/search.php#&category=free&firstfocus=ype%5B1%5D=1ype%5B2%5D=2ype%5B3%5D=3&keyword=double+fine&conference_id=
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Baron on Fri 10/08/2012 02:32:43
Wow, that amnesia fortnight sounds like a whole bunch of fun.  Like MAGS, only in half the time.  But my intuition tells me the two weeks would be a gruelling 24x14 affair.  So I'd do it in a heartbeat if it was part of my job, but as an amateur I don't think it's something I'd try with my vacation time.
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Ponch on Fri 10/08/2012 06:28:44
I'm with Baron. Someone would have to pay me a lot of money to follow a schedule like that. Heck, I find a month of MAGS to be a bit much -- and I don't finish those games half of the time! Truly Tim is a hero to lazy programmers everywhere.  8-)
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Armageddon on Fri 10/08/2012 07:11:24
You guys should try Ludum Dare sometime.
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Igor Hardy on Sun 12/08/2012 10:26:48
A major difference between MAGS and Amnesia Fortnight is that the Schafer guys set out specifically to make a prototype, not a complete game in that time. Then for the rest of the production (several months?) they were limited by what was established in those 2 weeks.

From the Amnesia Fortnight games I played, I must say I really enjoyed the Costume Quest game. It has humor, style and atmosphere. But gameplay wise it's a simplified jRPG (Final Fantasy) with a few Zelda-like features and collectibles thrown in. It's fun, just hardly something fresh and deep.

Stacking on the other hand looks really splendid and has those huge areas that feel alive. It also has some pretty unique gameplay mechanics and stylistic choices. Unfortunately, it also gets terribly boring after about 2 hours - even if you play in short sittings. The writing in the cutscenes gets more and more annoying too. The core of the game does indeed feel too rapidly and conservatively put together.
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Anian on Sun 12/08/2012 11:11:52
Well he says they work in teams of about 15 people, they have the concepts predetermined (Schafer says that team leaders get people on the basis of what they're doing) and they work in an engine that everybody is familiar in (pipeline wise as well).
So it's not exactly MAGS but with half the time. It's a rather organized creativity.
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: selmiak on Sun 12/08/2012 13:51:52
the link in the first post is not working that great. Is there a more direct link?
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: Anian on Sun 12/08/2012 14:08:56
Quote from: selmiak on Sun 12/08/2012 13:51:52
the link in the first post is not working that great. Is there a more direct link?
It's, there but it's not called the same as the thread title
Creative Panic: How Agility Turned Terror into Triumph
http://www.gdcvault.com/play/1015662/Creative-Panic-How-Agility-Turned
Title: Re: How rapid prototyping saved Tim Schafer from extinction
Post by: selmiak on Sun 12/08/2012 19:55:44
thanks a lot :D