How Jeff Vogel Saved The Gaming Industry By Being Awesome
6:00 AM | Cord Kruse | 8 comments
In a new post on his Bottom Feeder blog Spiderweb Software's Jeff Vogel recently responded to an RPG Codex article criticizing the game designer's reuse of assets from game to game. Vogel explained his reasons for not reinventing the wheel with each new title and suggested larger developers could benefit from his strategies.
But it's gotten to the point where a company is expected to be ashamed for using the same engine for more than one title and a few DLC packs. The Gold Box games and the Infinity Engine are rare exceptions.Check out the full blog post at the page listed below.
The Bottom Feeder: How I Saved The Gaming Industry
This is such an astonishing waste of resources. When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it. It's a small company. Our resources are desperately limited. Thus, I don't spend time remaking things that already work. If my wolf icon looks good, why make a new wolf icon just for the sake of making a new one? Instead, I focus on the story, the one thing that truly needs to be all new and excellent.
And the big companies, who make AAA games with these amazing awesome big-budget engines? They should re-use more of them! The Dragon Age engine is very cool. Make ten games with it! And not just piddly Dragon Age DLC either. Make games that are cyberpunk, horror, science fiction, fantasy in a new setting. The budgets will be much lower, and that makes it easier to take risks. And use the same dragon model. It looks really sweet. And, once the engine is a drained husk (in, say, five years), then spend a lot of money making a new one.
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