Competition 23 ruffled a few feathers when it was announced: Apparently marketing an existing game is not something that many developers really want to think about, preferring instead to keep writing new and interesting prototypes and games for themselves. It’s not hard to see why this would be the case though, that fascinating process of “finding the fun” is the thing that most of us enjoy about game design, after all. But it’s equally not hard to see the unfortunate ramifications of this reluctance to think about your games’ exposure…
This article originally appeared in Dev.Mag Issue 27, released in November 2006
The Game.Dev Comps evolved considerably since they started, with sponsors and prizes being obtained, and a larger, more experienced (and larger) community facilitating the creation of even more advanced games. We take a look at all the competitions held since August 2006, 10 competitions over 2 years.
This article originally appeared in Dev.Mag Issue 26, released in October 2006.
Compared to most other game development competitions, Game.Dev’s fondly-named “Comps” have always stood out on one particular front: each new incarnation has always set out to challenge, direct and develop entrants within the field of game development. Instead of the oh-so-typical “create a game about kitties and/or mudkips” mentality that many mainstream events focus on, the Game.Dev competitions have always sought to home in on an aspect of game development that people don’t always consider and try to train new developers in the techniques that it describes. Although some may frown upon this method and drop out as a result, those who engage with the competitions often emerge from the experience as more mature and insightful developers.
Ask any gamer to imagine their favourite games cross-dressing as different genres and you’ll have yourself an entertaining waste of an afternoon. Turn that into a drinking game somehow and you’ll have some of the best ideas that nobody can remember (“Hey! What about Bejewelled as a drinking game! You’d have a grid of colourful shooters…”) and probably the most fun hangover ever. There would probably be rules to where and how you could feel bad and an inexplicable set of text parser puzzles to solve. These things happen.