As a game designer, I usually get to work with a very varied set of tools and engines, that can basically do anything I want.
However, I have noticed that being able to do everything often limits my thinking to the stuff I'm used to doing.
Now, a year back, I changed jobs. I went from one end of the technological spectrum to the other. From having worked with huge resources from an audio and visual point of view, I went to a very limited audio and visual capability.
Fact of the matter is that I became, and am still becoming, a better game designer for it. The constraints in my work actually make me more aware of what CAN be done with limited resources than I was before. Before this, I could do anything, but stuck to the same old recipe.
Now, I can do very limited things, but I keep trying to innovate my way around the technical limitations to create an experience that is really special. I've become more creative than I thought possible, and the thing I have to thank for that are the constraints put to me.
I'll give you an idea of what I have to work with:
64 x 64 pixel monochrome display
4 channel sound, 1 channel used for special effects and sound feedback
An accelerometer
An engine capable of moving att 4 speeds on a lead
A radio transmitter
That's it. And I make games. The questions I have to answer constantly is:
How do I convey what I want the player to do using only 64 x 64 pixels?
How do I design the sound so that the player understands what the game console is telling her/ him?
How do I make a game fun, using only these components?
The experience has opened me up to a wider set of tools than I had before. Sure, I had audio, but didn't use it in gameplay. I do now.
Sure, I had graphics that could blow your mind, but now I have to think really hard on every pixel, every screen to make it count.
What I'm trying to say is that constraints make you innovative - and for my part, I'm having a lot more fun than I used to.
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