Game Development Reference
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When and if that happens, I think that of the two, sports will have
the most to learn. Pro video games and board games are already do-
ing their best to emulate and learn from sports, but the world of sports
is still living in the predesigner past, mostly because there is really no
way for someone to make a living as a sport designer. However, if there
was an opportunity for some smart, experienced, knowledgeable game
designers to influence the people in charge of the rules of football, that
sport could be in for some very positive changes. Most modern popular
sports are the way they are not because of a rigorous process of design,
but because of an awkward evolution that involved a somewhat random
mixture of good and bad ideas. It's possible that as digital pro sports
integrate with traditional pro sports, we'll see more of a focus on game
design in sports, something that we currently very rarely see.
Renaissance
All of the factors, all of the signs, all of the trends and advancements are
pointing in the same direction: we are heading towards a renaissance
in games. We will soon be entering into an era of enlightenment about
what games are, why they have value, and how to make better ones.
Why Change Is Inevitable
My prediction of a renaissance is of course not to say that we'll ever have
a world in which all games that get made are good. Bad games will always
be made, but we'll be much better equipped to distinguish the bad from
the good. Games that are celebrated will really be worthy of celebration.
They will be games that have lasting value and resonance for people,
in contrast to the present day, where many (if not most) of the lauded
and celebrated titles are story-based Advent calendars that are discarded
once they've been experienced.
Some say that the way things are in 2012 are the way that things will
always be. Allow me to list some reasons that support my belief that
things will change.
It's unsustainable . he current way that games are produced and
marketed is unsustainable and will inevitably lead to either a shift
in direction (which is already underway) or a market crash. You
cannot perpetually increase the budgets for games every year, es-
pecially when the amount players are willing to pay for games is
decreasing. You can only trick people into buying the same game,
reskinned, so many times (and I mean so many, but it is still a
finite number of times). Even if people don't realize that, despite
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