they need help pruning ideas, not coming up with more. That's why I prefer constraint-based competitions.
Perhaps you're speaking more from the individual project perspective, but I'm interested in talking about the event as a whole, which seems lacking outside the immediate Joburg circle (and I only very loosely know what went on in that meetup, unfortunately).
Nandrew said:This article originally appeared in Dev.Mag Issue 26, released in October 2006.Compared to most other game development competitions, Game.Dev’s fondly-named “Comps” have always stood out on one particular front: each new incarnation has always set out to challenge, direct and develop entrants within the field of game development. Instead of the oh-so-typical “create a game about kitties and/or mudkips” mentality that many mainstream events focus on, the Game.Dev competitions have always sought to home in on an aspect of game development that people don’t always consider and try to train new developers in the techniques that it describes. Although some may frown upon this method and drop out as a result, those who engage with the competitions often emerge from the experience as more mature and insightful developers.
Karuji said:A large problem of theme challenges is that people will make what they want, and shoehorn it into the theme in which ever way they deem ok, and insignificant to the overall result of their game.
I think the "Unanimous" comes from the fact that no one has actually done something for the challenge.
BlackShipsFillTheSky said:If it's fair to "blow up" something that doesn't work then complaining about a challenge becomes a self-fulfilling prophesy.
But if @ProjectX or anyone else wants to set other challenges/competitions because they want to jam a bit more...
Maybe we should have a private section. If we can. And we tried to discuss some stuff via email, but that didn't get a lot of traction. So we need to solve that.