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Sid Meier and the Game Design Challenge

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I saw this at Rock, Paper, Shotgun and I figured there'd be some interested people here. It's Sid participating in and judging a 48 hour game design challenge. I find it interesting that there seemed to be a lot of emphasis on bugs as opposed to the concept of the game. But I suppose it was a challenge designed around the completion of a game, not just the implementation of the idea.

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I feel like a lot of them, including Sid, missed the point. You could be a lot more creative with the theme "restraint" than simply putting someone in a maze.

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I feel like a lot of them, including Sid, missed the point. You could be a lot more creative with the theme "restraint" than simply putting someone in a maze.

You definitely could be, but it's a little hard to be THAT creative in 48 hours. There's only so much pre production you can afford to do.

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It's not super clear from the video but several of the games took the theme very literally, like the winning one (what mechanical restraints were there?).

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I guess I completely interpreted the theme differently... My initial reaction was to think of 'showing restraint' as in making the player not act on impulses. Though I have no idea how to represent that in the timeframe... and not being a programmer even a little, I dont know how feasible that is..

I enjoyed watching this.

Edit: I should add, the reason I thought of that first was because I was thinking of games that made me feel restrained. And on top of that list was SWAT4. Possibly the fault of the Thumbs talking about it recently....

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I guess I completely interpreted the theme differently... My initial reaction was to think of 'showing restraint' as in making the player not act on impulses. Though I have no idea how to represent that in the timeframe... and not being a programmer even a little, I dont know how feasible that is..

I enjoyed watching this.

Edit: I should add, the reason I thought of that first was because I was thinking of games that made me feel restrained. And on top of that list was SWAT4. Possibly the fault of the Thumbs talking about it recently....

I had a similar reaction....

I then realized I had no idea how to implement any sort of player restraint. So instead I would make a SHMUP where your ship is physically restrained by a chain and must collect power ups to break it by destroying enemy ships.

yeah, that idea sucks

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