Game Designs that Failed...Then Hit the Big Time | The Game Prodigy - The Source for Game Design
march 2011 by DirkSonguer
Sometimes all a design needs is a little pick me up.
There are many times in life when it seems like there’s no hope, when you’ve tried all the options, when you’re just spent, and you just give up. Your project that you’ve been working on has sold a few copies and has received mediocre reviews, and you think that you would have a better chance with another idea.
But sometimes it’s not the design or the idea of the original game that counts, it’s the execution. Sometimes the design is a potential blockbuster, all that’s needed is strong perseverance to keep working on it, promoting it, and making it better until it fires off like a rocket ship. Sometimes failure isn’t have a design that isn’t successful; failure is just quitting before an unsuccessful design is turned into a winner.
games
gamedesign
postmortem
z3
There are many times in life when it seems like there’s no hope, when you’ve tried all the options, when you’re just spent, and you just give up. Your project that you’ve been working on has sold a few copies and has received mediocre reviews, and you think that you would have a better chance with another idea.
But sometimes it’s not the design or the idea of the original game that counts, it’s the execution. Sometimes the design is a potential blockbuster, all that’s needed is strong perseverance to keep working on it, promoting it, and making it better until it fires off like a rocket ship. Sometimes failure isn’t have a design that isn’t successful; failure is just quitting before an unsuccessful design is turned into a winner.
march 2011 by DirkSonguer
Tale of Tales » The Path post mortem
january 2011 by DirkSonguer
1999, San Francisco, Triton Hotel: we meet in person for the first time. We had found each other via our medium, the networked computer and had a brief but passionate virtual love affair. We got to know each other doing what we loved doing most, making websites and interactive artworks online. We begin living and working together soon after. 2003: Leaving behind careers of net.art and web design, the two of us radically redirect all our creative attention towards the medium of videogames. February 2005: After 2 years of designing and prototyping, our first project 8 is rejected by games publishers, then the only source of funding. We are devastated but determined to continue and to keep our independence. Reboot. September 2005: Launch of The Endless Forest. October 2006: presentation of the Realtime Art Manifesto at the Mediaterra festival in Athens. January 2007: Drama Princess engine complete. March 2008: Launch of The Graveyard. March 2009, San Francisco, Triton Hotel: launch of The Path.
design
technology
games
postmortem
gamedesign
gamedev
z3
january 2011 by DirkSonguer
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