
Design Crush: Brenda Romero
I want to talk about this talk that really slapped me with inspiration:
What does a GREAT game look like? I love what Romero has to say about this. I remember when I was young I used to judge a game on graphics. Bad past Bailey! (I don't think it anymore by the way) I watched this video during the breaks of the dice stream and here are some inspirational comments on the subject:
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""A great game looks like 3am"" - Yes! I've experienced some games where they've bugged my mind. I can't wait to get home from work to boot them up! Those are the great games that stick with me. From the top of my head in more recent years: bio shock infinite for its story, Deadpool to make me laugh, far cry 3 to master its skills.
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Screenshots = Inviting Postcards- A screenshot should look inviting, a player should look at it and want to explore. Now this doesn't mean in terms of pretty visuals, but it can! But do your see a door? Even a pixelated door (not that pixel art isn't beautiful)? Make your player want to go through and face whats on the other side! Strive to make everything you create provoke a sense of curiosity out of the player.
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"can't tell a good game by looking at it, you've got to experience it." - God I love this comment. Games are about what you experience. Sometimes putting yourself in someone elses shoes. Sometimes just for those few seconds of having a bit of fun. Did you have fun, did you learn a new thing, did you feel something you didn't think you've felt before. That's a great game.
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Brain imagery vs actual imagery - how the game felt to you! - this follows on from the point above. Not everyone gets the same feeling when playing a game so remember to keep that in mind when creating your own experience.
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How game designers look! - From an industry point of view i think if a designer has really enjoyed their experience making their game and they've had a massive smile on their face then yes, that is part of a successful game to me :) No one ever said making a game is easy and you won't have a smile slapped on your face at all times. There will be days you want to drop the whole thing if the project snags or lasts long enough. But for every milestone and obstacle you jump over, will leave you with an amazing experience.
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Designers mirror the players - I've never really seen it that way and what a great way to see it! We design games we want to play or experience, we are the player.
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Gaming parents are win! - How games can really make a connection with your kids. I've never got on with open world building games like Minecaft or Terraria but the way Romero has been able to create unique experiences teaching and bonding with her own kids really gives you a new respect for it.
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If I was faced with the same question: Do awards or money make successful games? I don't think awards are a representation of success. I've seen some shitty games win awards over others. In terms of industry money obviously means we can keep living and developing the games we love. But at the end of the day, to me, a success is a game with all the points above.
Another Romero talk which insired me was this one above! Here, Romero talks about teaching her kids different parts of history better than the education system does. It just goes to show how important games can be and why they should be used more like this. It blows my mind and I think this video is super important.