Yes. To be honest, my posts seem to have missed the scope of Gameboy Advance or Nintendo DS games or similar category of games. I actually do not have any exposure to such platforms, and all of the games I played were on PC. But due to the reviews I have read in quite a few magazines, I am fairly aware of the hardware capabilities of such games. I think the same is quite true in terms of mobile games too - where one mostly needs to program a game in the Java MicroEdition platform.
Well, you're right but only if you apply it to PC games.
For example take a look at Gameboy Advance or Nintendo DS games.
They "mirror" the old decade.
When you look at those systems games, they look simplistic compared to current PC or console games.
Most of the games that are being released are 2D topdown RPGs or fun games like Nintendogs, Brain Age.
But it doesn't matter if they lack of graphics (3D,pixel shader...), they still fun to play
Hence they even port older games on the NDS like for example FFIII.
I don't know it for fact but I think developing a game on NDS takes a lot less people than any other platform.
They don't have to deal with state of the art graphics due to limited hardware.
But that's not bad at all, they can do the game the same way as they did 10 years ago, and it works people buy it
As mentioned, they ported FFIII.
Sure they are interested in money but they woudn't port it if the game was boring.
Even if the game has nothing new to offer (both graphics and gameplay wise) the consumers still buy it, simply because it has a great storyline and gameplay.
In such cases, yes, not many hands are required for the making of games.
Yes sadly if you want to develop a PC game all you need is good graphics (in the first place).
You draw attention with good graphics.
The daily PC gamer don't care if you have an amazing storyline, if the graphics looks like one year old.
They want to experience a whole new world as this is why they spend a lot of money in new computer parts.
Graphics I belive is just one part of the content package that I was talking about. It does serve its purpose of hooking the players initially to the game, but I think in the end players do care about a good story line. This is where the other parts of the conent of the game come into picture.
Well, if I really want to do Game Design but I'm not part of the industry yet I would do NDS like games.
Like a nice RPG, all you need is a coder and a artist.
If you're luck you can do it all yourself
But I wouldn't want to create a whole game, as time is limited I would try to create a demo of my game.
The demo must provide the core gameplay elements, all features you would like to see in the game should be implemented, ...aslong as they are possible of course
But before you even start think of a little storyline.
Basically it should be a little teaser of your original storyline.
15 minutes of gameplay should be enough.
Once you have that you can start your game as it will be a demo you don't have to worry that much thus making the developement part much easier.
It will also increase the chance that you will actually finish it
When you feel the demo is in a good shape you can start going to various game companies and say "Hey thats me and this is my little game that I wrote"
Atleast thats what I'm trying to do
When you're a small company I like the way MS is going with XNA:
Basically it's a pool of tools dedicated to game developing.
You can make games for Windows or XBox 360.
Atleast some XBox Arcade like games
But that's still a great opportunity for small companies.
You don't have to spend thousands of dollars for a XBox360 SDK.
Just download XNA and you're ready to go
However, to play your XNA based games on 360 you have to pay a little fee but it's affordable.
You can then decide if you send the game to microsoft and choose to publish the game on Xbox Arcade
Now in terms of how I am thinking of approaching it is to really get a good content base. I have been working on getting a good content base on my own, from which I could choose to spawn concepts for games and interactive entertainment.
Creating games for Gameboy or NDS would be a choice I would not take, because we would get constrained by the proprietary technology of these companies. If I base my ideas on those systems, they would be dependent on those systems, and it would be difficult for moving to another system if I get a chance.
Hence, I am aiming at content creation. Making a good and vast detailed concept. Gaming is not the only thing that I am aiming, and hence choosing of the approach of a good content base seems prudent to me.
A really good discussion indeed.
I love the discussion