What is an author's project?
A project created by only one person? A project created by a large number of people, but committed to one common idea, the author of which is one person (game designer)? Could a high-budget blockbuster be an author's project? Are author's projects mainly designed for one platform? We express our opinion and give examples.It seems to me that the author's project is one that was created at our own expense) that is, you are the producer, you are the director. no framework limits you and you can create whatever you have in mind.
an author's project can be done by both a studio and one person .... The Path is a bright author's project ... Sebelstrum .... Mor ... yes the same Braid ... more turgor ... in
general, projects that people do from the heart and mostly for myself ... projects that are of interest to the developers themselves
[quote name = "Voldo"] A project created by a large number of people, but devoted to one common idea, the author of which is one person (game designer)? [/ quote]
Exactly. It doesn't matter how many people make a project, the main thing is that they obey the ideas and goals of one key author, who somehow controls every stage of the work.
Vivid examples are the games of Hideo Kojima (MGS, Snatcher, Policenauts, ZOE), Fumito Ueda (ICO, SotC).
[b] FoxHounder [/ b], mgs pop, with the same success you could enter the residence evil (everything after the first one), onimushi, etc.
iso and ears ok: agree:
[b] Voldo [/ b], in my opinion, yes .... then he was not made by a very big team ... he was terribly uncomfortable and Mikami made him under the impression of sweet house ... this is my vision of pe1 ... then went the Hollywood stamping
[b] Voldo [/ b], no, because this is a tracing paper with elone in zedark.
but the resident ivile 4 is definitely the author's one.
[b] Crash-Override [/ b], you yourself pop ok: agree:: stupid:: lamer:
MGS has a whole bunch of branded Kojima Easter eggs, as in his other games, the author's handwriting can be recognized instantly.
We can tell right away that only Kojima makes such chips, and not someone else.
But in RE and Onimusha, there is nothing specific about the personality of the key author.
Braid is original, because it was designed by one person. Games that were designed on brainstorming by dozens of company employees (and 99.99% of them) do not claim to be copyrighted, well, in no way.
[quote name = "FoxHounder"] [b] Crash-Override [/ b], you yourself pop ok: agree:: stupid:: lamer:
MGS has a whole bunch of branded Kojima Easter eggs, as in his other games, the author's handwriting can be find out instantly.
We can tell right away that only Kojima makes such chips, and not someone else.
But in RE and Onimusha, there is nothing specific from the personality of the key author. [/ Quote]
Yes, nifiga, MGS is a Hollywood blockbuster, if you can't understand this, then it's a pity
[b] Crash-Override [/ b], a Hollywood blockbuster can also carry a bright individual style of the director. One does not interfere.
If you cannot understand this, then it is a pity.
[b] FoxHounder [/ b], here we are talking about AUTHOR'S projects, and not about the PRESENCE OF DISTINCTIVE FEATURES of the director
[b] Crash-Override [/ b], any sane person who deals with cinematography will say this - the director is entirely responsible for the film, this is his work and entirely his film. If the film is successful - the merit of the director, failed - the director's failure. Even if the film crew is a couple of hundred people, absolutely everything is coordinated by the director and the director is responsible for absolutely everything in the frame. And for some reason, it seems to me that everything in the gaming industry is very close to this. So authoring projects are identified by one shared key, given by one single person. When there are 2 or more opinions, then an indistinct, ideless hodgepodge turns out.
[b] Pseudodog [/ b], ok, asasin krid1 - author's project, 100 mario games - ALL TO ONE author's projects, fret resing club - author's project, Battle for the Motherland - author's project ....... the list is possible to supplement and continue
Kaaak, a lot turns out to be in the industry of non-trivial copyright projects: agree: the soul will not get enough of it: eek:
[b] Crash-Override [/ b], I didn't say that in the gaming industry everything is exactly the same. Yes, and in the cinema very often there are purely commercial projects and in them the opinion of the producer and the opinion of the director differ greatly. An example is such a film as Aliens 3. Before Fincher, producers from the 20th century apologized for interfering with the work, as far as I know it was not him who finished the film. And there are many such examples. Also in games there are a lot of commercial copy-paste and there are also a lot of copyrighted works. For example, the same Mario. I do not think that Miyamoto in Nin is so easy to keep. He's a father.
[b] Pseudodog [/ b], making games is much more difficult than making movies. Do you really think that there are mega geniuses in the industry who have a complete idea of ​​a project in their head, from game design to art design? Directors and producers most often have one or more ideas that become the core, then they direct the team and lead ordinary employees, of a lower rank, who, by and large, create the project. Regarding Miyamoto, by the way, he expresses ideas in cipher, thus stimulating the thinking activity of the team. He throws up ideas that grow meat in the heads of lower-ranking employees.
[quote name = "rodion"] [b] Pseudodog [/ b], making games is much more difficult than making movies. [/ quote]
: confused: confused. In general, whoever says anything, my opinion will remain adamant - author's projects exist and even very large studios can do them under the guidance of one single person - the author. But of course, there are fewer such examples than author's projects where the game is made by 1-2 people (like world ov guu or braid). Without a competent coordinator (who, by the way, in one way or another, can, to one degree or another, do everything the same as his subordinates), without a competent talented boss at all, a good author's project will turn out. In fact, there are copyright projects among the shit ... we just don't notice them, tk. we quickly forget about such films / games.
Here's a simple example: a 50-piece symphony orchestra is playing a piece by Tchaikovsky. Although each musician plays his part, he also embodies the creative intention of Tchaikovsky, and not his own. It turns out that even if there are at least 1000 people there, nothing will essentially change, the key idea will still belong to one person.
Likewise, the director, directing each stage of the shooting, one way or another, each frame passes through his hands.
[b] rodion [/ b], there are MEGA-GENIUS who can approach their artist / designer and say: "I want to see this and that in the game, it should look something like this and that ". And from here the designer's works appear, embodying the ideas of MEGA-GENIUS. Those. the designer appears as a tool in the hands of a MEGA-GENIUS, with the help of which he embodies ideas.
Any collective work is built on this principle, and from the degree of involvement of the author in each stage of creation, one can draw conclusions about how the project turned out to be the author's. If the author coordinated each stage of creation in accordance with his vision, then this will already be the author's project.
[quote name = "Pseudodog"] [quote name = "rodion"] [b] Pseudodog [/ b], making games is much more difficult than making movies. [/ quote]
: confused: confused [/ quote] The
kid from the industry !
[b] FoxHounder [/ b], there is no need to compare things of different complexity. The work was written by Tchaikovsky, completely and completely, the orchestra is only an instrument, it does not affect the work in any way. Moreover, having sufficient musical erudition, you will not need an orchestra for perception at all. In games, everything is completely different. There are no artists, composers, etc., without their own handwriting, the project manager can come up and express his idea, but the composer, artist, game designer ... will bring the idea to life based on his vision, i.e. these people are far from being tools, the chief's creative plan is "defiled" by the vision of subordinates in any case. Ultimately, if the author had other subordinates, the game would be completely different. By the way, Sakurai said this very well in one of his interviews in the "Iwata asks" series.
[b] Pseudodog [/ b], don't be confused. We are talking about auteur films, so you can shoot it without having huge resources, the game requires much more resources, this is a labor-intensive business, which is reflected in the development time, and in budgets, and in the size of teams.