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TribalOutpost.com Forums 2007-01-29T03:18:04-05:00 http://tribaloutpost.com/forums/feed.php?f=16&t=6961 2007-01-29T03:18:04-05:00 2007-01-29T03:18:04-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=67002#p67002 <![CDATA[The Gaming Industry]]> Statistics: Posted by dick longfellow — Mon Jan 29, 2007 3:18 am


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2007-01-28T23:26:50-05:00 2007-01-28T23:26:50-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=67001#p67001 <![CDATA[The Gaming Industry]]> Statistics: Posted by kittenstomper2 — Sun Jan 28, 2007 11:26 pm


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2007-01-26T16:47:23-05:00 2007-01-26T16:47:23-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66994#p66994 <![CDATA[The Gaming Industry]]>
A still-in-development game that I'm curently hungering for is Will Wright's Spore. The philosophy behind Spore is that he wants people to be able to connect with the game as much as possible. Instead of playing through it, they're playing with it. Just about everything is proceduarlly generated instead of modelled by an artist, which mean that you can have a near-infinite combinations and areonly limited by the (many) parts given.

People play in the sandbox and with fingerpaints as a kid for a reason, and there's always a sense of that creativity that always linger with you no matter how old you are. I think that moddable games are the smartest way to go, not only creatively but economically as well. The lifetime of Bioware's Neverwinter Nights is atronomical, and I completely credit the heavy focus on modability that the designers built into the game.

I too am interested in a gaming industry career, but I think I can see some faint glimmers of hope in the from of a shift towards more procedural and more modable stuff, which, I believe, is what can really make or break a game.

Statistics: Posted by Hacker[SOW] — Fri Jan 26, 2007 4:47 pm


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2007-01-16T02:38:52-05:00 2007-01-16T02:38:52-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66957#p66957 <![CDATA[The Gaming Industry]]> Statistics: Posted by dick longfellow — Tue Jan 16, 2007 2:38 am


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2007-01-05T20:26:19-05:00 2007-01-05T20:26:19-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66927#p66927 <![CDATA[The Gaming Industry]]> Statistics: Posted by Jugger d — Fri Jan 05, 2007 8:26 pm


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2006-12-29T10:50:51-05:00 2006-12-29T10:50:51-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66925#p66925 <![CDATA[The Gaming Industry]]> Statistics: Posted by Ghost Fly — Fri Dec 29, 2006 10:50 am


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2006-12-28T19:11:56-05:00 2006-12-28T19:11:56-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66924#p66924 <![CDATA[The Gaming Industry]]> Statistics: Posted by Jugger d — Thu Dec 28, 2006 7:11 pm


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2006-12-28T18:00:14-05:00 2006-12-28T18:00:14-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66923#p66923 <![CDATA[The Gaming Industry]]> Statistics: Posted by Ghost Fly — Thu Dec 28, 2006 6:00 pm


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2006-12-28T17:59:00-05:00 2006-12-28T17:59:00-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66922#p66922 <![CDATA[The Gaming Industry]]> Statistics: Posted by kittenstomper2 — Thu Dec 28, 2006 5:59 pm


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2006-12-28T17:25:01-05:00 2006-12-28T17:25:01-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66921#p66921 <![CDATA[The Gaming Industry]]> Statistics: Posted by Jugger d — Thu Dec 28, 2006 5:25 pm


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2006-12-28T14:36:56-05:00 2006-12-28T14:36:56-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66919#p66919 <![CDATA[The Gaming Industry]]> Statistics: Posted by Ghost Fly — Thu Dec 28, 2006 2:36 pm


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2006-12-27T17:49:15-05:00 2006-12-27T17:49:15-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66918#p66918 <![CDATA[The Gaming Industry]]> Statistics: Posted by Jugger d — Wed Dec 27, 2006 5:49 pm


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2006-12-27T16:33:40-05:00 2006-12-27T16:33:40-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66916#p66916 <![CDATA[The Gaming Industry]]>
In that regard, Tribes 2 saved my life.

But more than that, there has been a major shift in the industry. In the old days, it was the developers who designed the games, and they had the vision. You can't even TRY to do that now. The vision belongs to the developers until they get picked up by the publisher, and then the publisher can spit on the entire legacy whenever it serves them best.

Statistics: Posted by Red Shifter — Wed Dec 27, 2006 4:33 pm


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2006-12-27T16:30:48-05:00 2006-12-27T16:30:48-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66915#p66915 <![CDATA[The Gaming Industry]]>
Tribes 2 saved my life.

But more than that, there has been a major shift in the industry. In the old days, it was the developers who designed the games, and they had the vision. You can't even TRY to do that now. The vision belongs to the developers until they get picked up by the publisher, and then the publisher can spit on the entire legacy whenever it serves them best.

Statistics: Posted by Red Shifter — Wed Dec 27, 2006 4:30 pm


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2006-12-26T13:18:53-05:00 2006-12-26T13:18:53-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=6961&p=66914#p66914 <![CDATA[The Gaming Industry]]> But lately I've found that i'm way better at modeling, and it is a little more fun for me. So maybe in like half a year when the new semester comes i'll try to take up some 3d digital design class. Because I know that its something I can do, and I can do it fast so I wouldn't have to sit at the computer all day.

Statistics: Posted by Cyborg_Boba_fet — Tue Dec 26, 2006 1:18 pm


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