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	<title>StudioEvil &#187; game design</title>
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	<description>Game Development and other evil deeds</description>
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		<title>How do you start creating a new game?</title>
		<link>http://www.studioevil.com/2010/01/17/how-do-you-start-creating-a-new-game/</link>
		<comments>http://www.studioevil.com/2010/01/17/how-do-you-start-creating-a-new-game/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 22:47:47 +0000</pubDate>
		<dc:creator>DIT</dc:creator>
				<category><![CDATA[evil news]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://www.studioevil.com/?p=94</guid>
		<description><![CDATA[For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it&#8217;s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked. When we started the development of The Night of the Puppets, [...]]]></description>
			<content:encoded><![CDATA[<p>For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it&#8217;s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked.<br />
When we started the development of The Night of the Puppets, we knew we wanted to make a challenging project. But we lacked the experience to build such a larger project and ultimately we failed.<br />
Failure is bad. Failure breaks motivation and the coesion of the team, and without a super-motivated team you can&#8217;t build games moonlighting. Also failure spawns fear and a fearful designer spawns crappy, soulless projects.<br />
I&#8217;ve come to understand that creativity is somewhat an act of courage, you just have to be brave if you want to create something meaningful.</p>
<p>Now we have this new game concept. And it&#8217;s bold and challenging (and it&#8217;s still to early to talk about). But is this new game concept actually some good? Being brave does not mean blindly rushing forwards like we did before.<br />
This time we have a plan: 1) Find an awesome idea (We&#8217;are almost there). 2) Have a consistent team organization and workflow (we&#8217;ve adopted an agile method and it&#8217;s working great).<br />
3) Keep our minds healty, feed our intellects and skills with tasty informations and experiences  4) Wirte code / Do art. 5) Dont&#8217; stop. 6) Win.</p>
<p>Gamasutra recently translated in english and <a href="http://www.gamasutra.com/view/feature/4239/the_auteur_forum_mechner_and_.php?page=1" target="_blank">interview with Jordan Mechner and Eric Chahi</a>.<br />
If you don&#8217;t know those two guys, they designed two of the greatest games of my childhood (and probably two of the greatest games ever), <a href="http://en.wikipedia.org/wiki/Prince_of_Persia_(1989_video_game)" target="_blank">Prince of Persia</a> and <a href="http://en.wikipedia.org/wiki/Another_World_(video_game)" target="_blank">Another World</a>.<br />
There is a part of this interview that really helped me change the my perspective. Asked about where they take their inspiration for games, Jordan Mechner says:</p>
<p>&#8220;<strong>[...] A game should be about something, not just about other games</strong>&#8220;.</p>
<p>So, how do you start creating a new game? I&#8217;m really no great designer but &#8230; Find an expereince, find something you want to communicate. Dont&#8217; start looking at other games, look elsewhere, be brave, and DO that game.</p>
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