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EDIT (January 22, 2010): It has a new name.
EDIT 2 (May 12, 2012): Name digression split.
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I never know what to say about legal stuff, but as far as I know you can make the game, you just can't sell it.tepples wrote:I'm not allowed to make a falling blocks game because the lawyers don't like it.
IMO, the game not being complex is not a problem per se (although you could be making more interesting stuff with your knowledge), but it's also very unoriginal. Adding a controversial backstory doesn't really make it any better. You can of course spend your time making whatever game you like, but if your goal is to please a good number of players you are surely going the wrong way.I'm not allowed to make a card matching game, even if I remove certain emblems, because it's not complex enough.
That's even more unoriginal than concentration! Seriously though, the answer to this question depends on what you seek when developing games. Are you after money? Then hear what the community wants to play and make that regardless of how much you like it. Is it for challenge? Make something complex that hasn't been done before. You want quantity? Make a series of simple games that take you 1 or 2 months. Sense of accomplishment? Make a masterpiece of a game, however unlikely it is that you'll finish it. Fun while developing? Do whatever the fuck you want no matter what anyone else thinks and says and have fun!So what am I supposed to make by myself? Inventory management software for a warehouse?
Thanks. I was almost expecting "go ahead"; as that is my day job. I made the software behind this site, plus a lot of software that customers don't see that runs in the back office.tokumaru wrote:That's even more unoriginal than concentration!So what am I supposed to make by myself? Inventory management software for a warehouse?
I guess I want all or most of them at some point, but I understand that working alone I can't have them all at the same time. Is there a way I can combine "quantity greater than zero" and "money" and "fun" to get at least one finished game under my belt?Seriously though, the answer to this question depends on what you seek when developing games. Are you after money? Then hear what the community wants to play and make that regardless of how much you like it. Is it for challenge? Make something complex that hasn't been done before. You want quantity? Make a series of simple games that take you 1 or 2 months. Sense of accomplishment? Make a masterpiece of a game, however unlikely it is that you'll finish it. Fun while developing? Do whatever the fuck you want no matter what anyone else thinks and says and have fun!
You didn't pour time and effort into President? I thought I saw some significant planning, at least.tepples wrote:So it appears I've turned the world against me with the last two projects into which I have poured time and effort. I'm not allowed to make a falling blocks game because the lawyers don't like it. I'm not allowed to make a card matching game, even if I remove the swastika and the Star of David, because it's not complex enough. So what am I supposed to make by myself? Inventory management software for a warehouse?
To illustrate the unwitting infringement that has become quotidian for the average American, take an ordinary day in the life of a hypothetical law professor named John. For the purposes of this Gedankenexperiment, we assume the worst-case scenario of full enforcement of rights by copyright holders and an uncharitable, though perfectly plausible, reading of existing case law and the fair use doctrine. Fair use is, after all, notoriously fickle and the defense offers little ex ante refuge to users of copyrighted works.
In the morning, John checks his email, and, in so doing, begins to tally up the liability. Following common practice, he has set his mail browser to automatically reproduce the text to which he is responding in any email he drafts. Each unauthorized reproduction of someone else’s copyrighted text—their email—represents a separate act of brazen infringement, as does each instance of email forwarding.
Within an hour, the twenty reply and forward emails sent by John have exposed him to $3 million in statutory damages.
By the end of the day, John has infringed the copyrights of twenty emails, three legal articles, an architectural rendering, a poem, five photographs, an animated character, a musical composition, a painting, and fifty notes and drawings. All told, he has committed at least eighty-three acts of infringement and faces liability in the amount of $12.45 million (to say nothing of potential criminal charges).
There is nothing particularly extraordinary about John’s activities. Yet if copyright holders were inclined to enforce their rights to the maximum extent allowed by law, barring last minute salvation from the notoriously ambiguous fair use defense, he would be liable for a mind-boggling $4.544 billion in potential damages each year. And, surprisingly, he has not even committed a single act of infringement through P2P file-sharing. Such an outcome flies in the face of our basic sense of justice. Indeed, one must either irrationally conclude that John is a criminal infringer—a veritable grand larcenist—or blithely surmise that copyright law must not mean what it appears to say. Something is clearly amiss. Moreover, the troublesome gap between copyright law and norms has grown only wider in recent years.
It was mine too for many years, and there is still a chance it will be again, although I really hope not.tepples wrote:I was almost expecting "go ahead"; as that is my day job.
Yes, work on President. It seems you have already put a lot of work on it, and many players in the retro gaming scene want to play a good scrolling platformer, and there are no copyright problems. Don't start talking about graphics again... "simple graphics" is not the same as "bad graphics", and from what I've seen of your sprites your style kinda looks like what the first gen NES games used, and that's cool since you're making NES games, it's a valid style. I'm sure people will buy your game even if it doesn't look like a SNES game.Is there a way I can combine "quantity greater than zero" and "money" and "fun" to get at least one finished game under my belt?
Can't help you there, I don't give a damn about the storyline of most games, I usually just START my way through the screens as quickly as I can until gameplay starts. If it takes too long and I didn't pay for the game or haven't heard good things about it I can even give up before gameplay starts. It happens a lot when I'm just browsing through ROM packs.I am ready to replace this game's backstory entirely if it will make it more attractive to players. Suggestions are welcome.
It's true, it's quite effective in evoking nostalgia, and feeling more like an homage than what is meant to be some monumental achievement. It looks fine.tokumaru wrote:Don't start talking about graphics again... "simple graphics" is not the same as "bad graphics", and from what I've seen of your sprites your style kinda looks like what the first gen NES games used, and that's cool since you're making NES games, it's a valid style. I'm sure people will buy your game even if it doesn't look like a SNES game.
True, but plans tend to change once my other responsibilities change.UncleSporky wrote:You didn't pour time and effort into President? I thought I saw some significant planning, at least.tepples wrote:So it appears I've turned the world against me with the last two projects into which I have poured time and effort. I'm not allowed to make a falling blocks game because the lawyers don't like it. I'm not allowed to make a card matching game, even if I remove the swastika and the Star of David, because it's not complex enough. So what am I supposed to make by myself? Inventory management software for a warehouse?
This is really awesome. Now, is there any chance of neurotoxin-related icons such as biohazard symbols and international warning signs?tepples wrote:Shiru on IRC suggested a plot based on an accident at a chemical plant, where accidental creation and release of a neurotoxin forces the player to keep the concentration down by keeping his concentration up while in quarantine.
Then a boxy boy clone is the way to go then!... Just jokingtepples wrote:So what am I supposed to make by myself? Inventory management software for a warehouse?