So, I tried my hand at the NYU Game Centre branch of the Global GameJam. Essentially, it’s a challenge to make a game in 48 hrs, about a theme that is only given out at the start of the jam. In theory, this is meant to encourage teams to stretch their imaginations to produce something that they may not produce normally, or at least make something interesting.
While the production values of the games that came out of the Jam were surprisingly high (beyond my submission at least), I was disappointed that they shared the same irrelevance that AAA titles seem to enjoy. The theme of the game, or even a message, was put on the backburner behind aesthetics, or the strange contruct known as ‘gameplay’. We know how to make engaging games. Show us something unexpected. I respect the work that goes into the games at GameJam, some of these games have serious talent behind them, but remain frustrated at the almost complete lack of statement in the games produced.
Games can be such a powerful medium to convey theme/statement/meaning/whatever, something beyond mere diversion in any case. When given a theme to make a game about, we shouldn’t be happy with a simple reskin of some nostalgic arcade game from the late 80s. We should demand that the mechanics and art direction work together to convey whatever meaning the author(s) intend.
Perhaps I’ve just become a disillusioned pessimist, resigned to the fact that the medium I love seems to be content with mediocrity. Perhaps I’m just whining that we didn’t win the NYU GameJam. In any case, Robert Yang and I worked together to make one non-digital and one digital game. You can harshly judge Polymer and Goldblum in their submitted state here, but we’re cleaning them up to make them presentable for re-release in the next month or so.