Hi tom.
Both facts are true, indeed I'd put several of Ian's games over commercial
examples such as those by azabat and american printing house for quality
simply because they are so well designed for what they are.
In terms of new programmers that also makes sense and is why in fact on
audiogames.net we draw a distinction betwene practice games and actual
projects.
That being said there is a design question too. Take Tarzan Junior as an
example. This was I believe Philip's fourth game, indeed I think he was
still about 16 when he wrote it, however he obviously sat down and
considdered carefully matters such as enemy placement, how the enemies would
sound as they came forward, use of multiple weapons, he even got voice
acting assistance. Rather than just throwing a bunch of things at the
player, the way I've seen some games designed with bgt do, Philip sat down
and carefully thought what! would make a good game, where those elements
could be placeed and delivered something which, while not in quality up to
the standard of his later work is certainly way above the average practice
game, indeed I myself bought tj back in the day since I thought ten dollars
was a fair enough price for that level of quality.
this is not as much about programmer, as about pure game design,
considdering what challenges a player has to face, what elements make a good
game and what elements are needed, certainly iv'e seen developers try and
create commercial projects without those elements that have not worked.
Thus, while I totally agree about programming experience, there is a bit
more I think involved specifically in game design, and it's often that
aspect as much as the programming that gets in the way, indeed the two are
linked since programming gives you the tools while design tells you what to
do with them and you really need both.
Beware the grue!
Dark.
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