It’s Not The Tools, It’s The ArtistMarch 2, 2007
I was talking with somebody over at the Games Park yesterday about our favorite gaming experiences. They talked about Half Life 2, which definitely holds a special place in the eternal pantheon of all-time amazing games. The topic then turned to Second Life, and how we could never run anything as cool as Half Life 2 in our little world.
I had to disagree. No, we could never run a Half Life 2 duplicate here, as proven by the heroic but tragic efforts of the UnrealSL team. This machine just doesn’t have the power. Still, think about my favorite all-time platform: the Nintendo Entertainment System. That thing had less processing power than my cell phone does today, and yet the games were mind-blowingly fun.
Remember Super Mario Bros.? Duck Hunt? Mega Man? The Legend of Zelda? Metal Gear? Final Fantasy? Mike Tyson’s Punch-Out!! (exclaims part of the original title)? The list goes on and on…
Making games in SL isn’t a matter of slapping a bunch of things together and hoping for low lag. It’s a question of knowing the limits, exploring what’s actually possible, and then working creatively with what we’ve got.
Serendipidy smiled upon us today: Kotaku featured this video clip that proves the point. This is a detailed drawing of a PSP in MS Paint.
So what are you waiting for? Get out there and make us the next Castlevania, Contra or Bubble Bobble! The only thing holding you back is your own imagination.