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I've been on the trail of this thought for over a year now. The game-making process at this time is so constrained by the fidelity of content that the only ways
by chipsy 16y ago
I've been on the trail of this thought for over a year now. The game-making process at this time is so constrained by the fidelity of content that the only ways to really cut costs(or improve accessibility for amateur-level projects) is to rely on low-fi and generative techniques, and to skimp on diversity of content - all of which come at a price.
Crowdsourcing techniques might help at some point in the future, but we still aren't connected enough to make professional-level creative collaborations as simple as joining a game of Quake.
I just tossed some other projects aside and started working on something this evening that puts my thoughts on simplifying the design process into code. It'll be able to make something roughly akin to a single-player hypertext-game or visual novel. Once it hits that goal, gradually I'll expand it and make it more ambitious.