Tuesday, January 31, 2012

Global Game Jam and the Missing of the Point

This past weekend a few of us Ball State folk journeyed to Columbus, Ohio to the campus of The Ohio State University. The point of our trek was three-fold: to meet up with an old student, for our mentor of the group to network with a well-known individual within the gaming industry, and to take part in the Global Game Jam.

Game Jam 2012 theme
The Global Game Jam, if you've never heard of it, is a 48 hour event in which teams build a working game, based upon a provided theme. The game may be digital or analog.

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.





2 comments:

  1. I don't think those were OSU folks, for what it's worth; I think they were just Columbus folks.

    Also, there's an interesting discussion on Ernest Adams' Google+ feed about whether the games should be judged on innovation or completeness. I agree with Adams, that the best use of the exercise is in rapid prototyping and managing scope. The discussion is at https://plus.google.com/117659917657331967768/posts/jafUSi2FBPK

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  2. I know what our game was missing now.
    http://www.youtube.com/watch?v=jvElQlGgPcs

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