Adventurer #15
31 июля 2004
  Игры  

Scene - a survey of manufacturers of games, "What makes you do the game for the Spectrum in a strange time? "

<b>Scene</b> - a survey of manufacturers of games,
Still being on CAFe'03 I noticed a large number of
submitted games. Just think - 6 quite decent work
on the compo, did not shine much success previously. And this
Considering that we have a competition 'Your Game' and other
opportunity to realize their offspring. In fact, game making at
sinter can safely be equated with the underground expression,
that in itself is paradoxical if we take into account how
it happens on mainstream platforms, where people make
game, generally tend to earn money by issuing and preview
finding publishers. The situation is somewhat clearer after 
reading This poll was among the participants game compo,

namely:

Stanly / Studio
Stall Arhon / GBG
Newart / n-Discovery
Kirill Kagan
Alff / CPU

1. As you know, at this point does not exist on the spectral
any acceptable form of earning money. And the game
making no exception, despite the fact that all
the rest of the world, this industry. What makes you do the game
for Spectrum in this weird time?

Stanly> Intuzizizm. Doing something is nothing. That vayaem 
horrible. Personally for me it's the same way of expression, 
both for other, say, poetry. If I have some wacky idea -

I Plug it into the game. Of our five games only the very first -
Tower Pod - has no idea, all the other curled around
a raisin, which I wanted to convey to the people. K
Unfortunately, people have either blunt, that is slow, but
as for the understanding of the game need it to start to pass, 
then Few people did, so no one in that no kerf.

Sad.

Arhon> It's quite strange, but it happens that even the
begin to think about this question. The main reason
probably in the fact that I want to make a game just for the 
Spectrum. 8) the financial side, too, of course is very 
interesting, but does not occupy a leading position. However, 
the money want it zavsegda very powerful one. On the monetary 
gain, as such, speech, Of course, not talking, but the beer I 
would like to make money. 8) 

Newart> primarily interested in the process. In addition to
Spectrum I was like a fish in water, and in any gba, ps and 
other things have long razbiratsya, and then difficult to fuse 
his game. 

Kirill Kagan> love for this remarkable car, an opportunity
gain experience in gamedev, animation and drawing.
Spektrumskie games are not estimated the number of
 and the slope of the required hardware. 
Spectrum game - it is primarily an idea.


2. You put your work on CAFe'2003 - why not on the 'Your
Game '? Going to participate in this contest? If not, then
what stops you?

Stanly> The fact that our work contributed to CAFe - net
accident. Will not happen again. We are opposed to participation
our projects in any competitions. We're not going to put
records and wonder what we would sort of throw our game
beat all the others. We are doing just that. We give just
so. And we do not require any response - either in money
equivalent, in any form any feedback. The only thing that
we are interested in - a message that someone was playing. AND
understood. Everything.

Arhon> On CAFe'03 were made with a desire to show that 
specifically we are doing. Learn from the people. Estimate that 
done. As in which direction to move forward. Competition "Your 
Game" considered, but so far it has not is the stage when there 
is a guessing about the methods of distribution. Still a little 
confused potyarya right of personal distribution. In any case, 
as Alternatively, this version is completely treated.


Newart> Fire And Ice was presented at CAFe, because it is not
my rules visit the party empty-handed. And so-as
I have a picture to the party is not prepared then took the 
game, but it really does not quite dodelanaya was 95%. In 'Your 
Game' try participate, but it is very difficult to make 2 games 
at once and make another third by the end of November.


Kirill Kagan> It would be nice, but hardly this year.

3. Over the last year or two up with two foreign label,
Speccy games officially distributed through auctions and mail
order - Cronosoft and Zxif (only adventure games). What do you
prevents try to publish their game with them?

Stanly> We do not need the money for our games. To me, at least
and so lacking. If we make games based on the
commercial interest, they immediately fall on the order of 
magnitude lower in quality, and three orders of magnitude in 
terms of interestingness create it for us. While we reinforces 
their desire to make the game easy do spin more interesting, 
more beautiful and all that, we will do. When we will whip up 
the money, customers, and simply curious, we can all put the 
words "and who it should be? Us? We do not need it! ". As

distribution ... If the game is interesting, then she would 
take someone necessary. And those, in turn, dispatch it to all 
your friends and familiar. And so on.


Arhon> Frankly, this option was not even considered, so
both studied very little. 8) we'll see. In our time, the value
network can not be understated. This is an interesting option. 
8) 

Newart> On these distributors know everything except 
geymmeykerov, I think so. Publish their games interfere 
sleduyushie: 

It is unclear to whom these games will be rasprostronyatsya, 
respectively impossible to choose an acceptable genre of games 
and technical horakteristiki. (128/256 memory, dikovod / 
Caseta, etc.). 

Yes, and barely through these rasprostroniteley really a game
receive more than $ 50, and in fact in the creation of games is 
usually participates at least 3 people. Also, do not understand 
the situation with rights to the game, let me sell it 
rasprostronitelyu something get over it. But it is not clear 
how long it will be free rasprostronyaemoy.


Kirill Kagan> The first time I hear about them. And our 
spektrumisty hardly would buy there games. And we do all the 
same for its ...






Other articles:

Editorial - elph: offering himself ...

Editorial - elph: offering myself ...

Editorial - alff: Change is the air that we breathe ...

Editorial - alff: Changes ... is air ...

Editorial - miguel: ... title .. title by myself

Editorial - chasm: By the way, have you read the rules cc04?

Editorial - the creators of the magazine.

News - the latest news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - actual news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - c-jeff about the reasons for the closure of the musical project "emphasis".

News - look Moran / CPU on the current state of affairs in the group of SPU.

News - sq: "I turned on ZX-Stag, otoshel several feet, sat down on his knees and began to kover ... "

News - sq: news around us.

Scene - Elph'a surprised appearance Demo works, do not carry a not that deep, but at least attempts to study their feelings and reflection.

Scene - Emotional consumerism.

Scene - Rebellious demostsener.

Scene - Demoscene rebel.

Scene - History of making demo "WeeD".

Scene - report Miguel / CPU on CAFe'2003.

Scene - Shshshshsh - BOOM! this is where I am? aha on CAFe'2003.

Scene - CAFe'2003 report from Chasm.

Scene - report Bourgeois Pyromaniac on a trip to the Russian party CAF'e 2003.

Scene - pyromaniac CAF'e 2003 report.

Scene - From party to party: reports from CAFe'03 FOReVer and 5 and compare them.

Scene - from party to party Cafe'03 and FOReVER 5 party reports and comparision.

Scene - The report from the Warsaw group AY Riders.

Scene - Gasman'a story of how he had introduced the British inhabitants of the demoscene on Notcon 2004.

Scene - Notcon 2004 report from Gasman.

Scene - the story of group exhibition GALZA.

Scene - GALZA exhibition 2004.

Scene - Moran picks contest graphic black and white pictures.

Scene - Dive Into Monolith (GFX compo).

Interface - Reactions to Spektrumistov Adventurer # 14: Questions and Answers.

Interface - Music is different. Each of us understands it differently, we have different tastes ...

Interface - AS C-major ...

Interface - an interview with musician Rybinsk Ahim.

Interface - interview with Ahim.

Interface - Moran / CPU interview.

Interface - an interview with the Rybinsk coder and musician Moran / CPU.

Interface - an interview with musician C-jeff.

Interface - c-jeff interview.

Interface - an interview with the British muzykntom Gasman / Raww.

Interface - Gasman interview.

Interface - an interview with the Permian muzykntom Kej-Jee.

Interface - Kej-Jee interview.

Interface - Rybinsk interview with musician and artist Miguel / CPU.

Interface - Miguel / CPU interview.

Interface - an interview with Alone Coder.

Interface - Alone Coder interview.

Interface - an interview with the Krasnodar musician Nik-O.

Interface - Nik-O interview.

Interface - an interview with Tchaikovsky the musician Riskej.

Interface - Riskej / OCA interview.

Interface - Yerzmyey / HPRG interview.

Interface - an interview with a Polish musician Yerzmyey / HPRG.

Scene - a survey of manufacturers of games, "What makes you do the game for the Spectrum in a strange time? "

Interface - gamemakers questionnarie.

Interface - an interview with the publisher cluster games Cronosoft.

Interface - gaming like it used to be! (Cronosoft interview)

Interface - Alex Xor on the status of gaming in the ZX Spectrum.

Interface - Analizing ZX Spectrum games in 2003 year.

Interface - elph: "games that I played."

Interface - elph: games, i haven't played.

Interface - moran: "Why do I play."

Interface - Confessions of a serial gamer.

Reviews - an overview of demos in 2003: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant.

Reviews - demo 2003 review: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant .

Reviews - The history of the gaming industry in the former Soviet space: the 1991-1999 year.

Reviews - The history of the gaming industry in the former Soviet space: the 1999-2004 year.

Reviews - Development of exUSSR games (1991-2004 years).

Reviews - Trends in Spectrum games industry.

Reviews - Tendencies of ZX Spectrum game industry development.

Tutorials - More color! Description packer color video from the demo Weed.

Tutorials - More colours!!! Description packer color video from the demo "Weed".

Tutorials - hewle splines - programs to create spline curves.

Tutorials - hewle splines.

Ottyag - nothing.

Software - vto.poy vepsiya scheme IDE-HDD adaptepa for the ZX Spectrum.

Interface - an interview with the Permian musician Siril/4D.

Scene - AY Riders live in Warsaw.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

Similar articles:
Programmers - Mod Format files. Describe the format of the standard MOD file used in the General Sound.
Forum - The effects on the curb and Multicolor.
what-where-how much - "white" and "chepny" lists and opganizatsy private distributors of software for ZX Spectrum'a.

В этот день...   21 November