El juego indie que tardó 13 años en terminarse, y el porqué

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Los primeros Marios y los primeros programas para crear tus propios juegos marcaron el inicio de los juegos “indie”,  juegos por desarrolladores independientes que (generalmente) no ganaban dinero ni hacían juegos  muy producidos, trabajando solamente con las herramientas que tenían a mano.

En este tiempo, Adam Butcher, de 14 años, empezó a realizar sus propios juegos. La mayoría simples, muchos culminados, muchos abandonados, pero ninguno le tomaría tanto tiempo como “Tobias and the Dark Sceptre”, un juego inspirado por la primera película de El Señor de los Anillos, y que tomó 14 años en culminarse.

Adam nos explica en el genial video que verán a continuación porque le tomó tanto tiempo culminarlo, y lo reduce en “AAAAAA!”:

-Ambición: La mayoría de los juegos indies que salían tenían un solo set de movimiento que se repetían una y otra vez a medida que los niveles avanzaban, Adam creaba una dinámica propia para cada nivel, y nunca volvía a repetirse.

-Absolutamente no idea de qué estaba haciendo: La mayoría de los creadores de juegos crean su propio sistema de programación, Adam empezó utilizando los que ya venían en los softwares que tenía y luego tenía que modificarlos para realizar sus propios movimientos,  sólo para al final eliminar todo y reprogramar el juego desde cero.

-All those graphics (todos esos gráficos): Generalmente los juegos indies cuentan con personajes pequeños, Adam creó un personaje principal demasiado grande, y personajes grandes requieren enemigos más grandes, niveles más grandes, gráficos más grandes, y programas más grandes.

-Aging (envejecer): A medida que pasaban los años iba mejorando en diseño y programación, pero esto significaba que debía volver a diseñar lo anteriormente diseñado de modo a que esté a la altura de las últimas creaciones, generando un loop infinito.

-Always sticking to the plan (siempre seguir el plan): Él ya realizó el trazado inicial del plan de juego, y se negó a cambiarlo. Podría haber eliminado un par de jefes años atrás y haber concluido, pero eligió seguir el plan, y pagar los años.

-Albatros: No podía simplemente dejar el juego, porque una vez pasados tantos años soltarlo significaría desperdiciar una gran parte de su vida en algo inconcluso.

Es, dentro de todo, un aprendizaje para la vida.

Pero finalmente terminó el juego, a pesar de todo, y tú puedes jugarlo, y ver cómo se ven 13 años de trabajo.

Puedes descargar el juego en

Publicado por

Sergio Camé

Cerca de ser psicólogo, y más cerca de necesitar uno. Editor de contenido en y semi-coherente colaborador en Dicen que tengo un blog propio por ahí, pero no les creo.

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