Game Jam 2012 theme |
The theme this year was Ouroboros. It was a vague enough of a theme that one could spin an idea (pun-bearable!) in many directions. Good choice IGDA!
I wanted to work with people that I didn't know, since, to me, the point of going was to socialize; I could just as easily make a game by myself from the comfort of my own home. Ideas spawned from the group based on the theme, and I gravitated toward a specific idea, which led me to work with people I had traveled with from Muncie. "Oh well," I thought.
However, something occurred near the end of the first night that I felt odd about. People from OSU started mentioning things like, "so and so is going to show up in a bit, and he's awesome at 3D animations." Similar phrases were mentioned 5 or 6 times. This idea popped up a few times throughout the next 24 hours.
This kind of irked me. If you feel this way, in my humble opinion, then you've missed the point of the Jam. The point was to make a game. Not necessarily a good looking, or mechanically "tight" game. Just a simple game. If you feel comfortable enough to enroll in a Jam, then chances are you don't need a lot of help to create a very simple game. And there's nothing wrong with making a somewhat ordinary game. The joy is in the creating, not the creation.
As far as my group's submission, here it is: Heads Are Tails. There is a readme and plenty enough instruction to get the gist of the game on that site, so I won't analyze it in this post (and honestly, it's very, very simple; an analysis wouldn't make sense).
Our group used the skills and tools available to us, and I'm definitely proud of what we were able to accomplish. If we were to sit down again this weekend and hammer out another game, the quality would definitely improve, but our game is an artifact that represents the sum of our talents at that point in time.
Our artist sketched us as we were between expletives |
Jamming was a great experience and I look forward to participating again next year, hopefully.