The Evolution of Sword of Moonlight

#10
(2013-09-12, 01:29 AM)Hguols link Wrote:I think its debatable which would take more creative, innovative efforts. Making an innovative birdhouse design from scratch? ...or making an innovative birdhouse design only using X number of pieces / this tool.

It might be a matter of opinion, but I'd rather see more of the latter, specifically because I think it would take an extra special something to make a game like that didn't seem like it was cookie cut from someone else's doings.

You've demonstrated the latter. Well not in terms of effort, but in terms of results. At any rate, the former is how games are currently being produced, and the results speak for themselves. Whereas in the case of the latter, I've seen time and time again just about anyone can make a competent game given this strategy. I can't wait until a million games are made this way every year to see what kind of product and talent rises to the top of that pile.


EDITED: Upon rereading this post, I am inspired to say... as the adage goes give people enough rope and they will inevitably hang themselves... provided they do not possess the wisdom to refuse the rope, it happens every time.

At its best SOM and any product like SOM is a straightjacket. Every feature made available to users needs to be defined in terms of limitations, not opportunities. In other words. The end-game is filing would-be artists down a straight and narrow path (not birdhouses)
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The Evolution of Sword of Moonlight - by Hguols - 2013-09-02, 03:48 AM
Re: The Evolution of Sword of Moonlight - by Holy_Diver - 2013-12-22, 06:05 PM



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