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48 Hours Later, Some Thoughts on Molyjam

As hundreds of games begin rolling in, reflection on a wild, tiring weekend.

Braid artist David Hellman wasn't on a team, but he did contribute this fantastic piece, based on a tweet.
Braid artist David Hellman wasn't on a team, but he did contribute this fantastic piece, based on a tweet.
An incredible celebratory drawing by Secret Dad artist Kari Clark. Can you spot the chat memes?
An incredible celebratory drawing by Secret Dad artist Kari Clark. Can you spot the chat memes?

I don’t know where to begin.

I made it home around one on Sunday night, after an hour of throwing cans of Red Bull and throwback Mountain Dew into bags, and wondering whether the building was going to be angry for the cake that had fallen onto the carpet, squished inside the fibers by over a hundred game developers that had gathered for Molyjam.

(So far, I haven’t gotten that angry email.)

Upon reaching my couch, I sent two emails. One email thanked the building staff for being so great to us all weekend, despite the persistent smell of dude everywhere. The other was to Giant Bomb, letting 'em know I planned to sleep in. I barely slept. I couldn’t get the event out of my head, convinced there was another 24 hours.

We expected a couple dozen people to show up for this thing--total. That was three weeks ago, when it seemed like What Would Molydeux? would be a Bay Area party. Instead, we had well over 1,000 game developers, ranging from the amateur to the professional, making interesting, touching, crazy, hilarious video games under the ever present 48-hour deadline that we’d arbitrarily came up with weeks before.

I have never organized anything in my life more ambitious than asking people to show up to my apartment for a party, and since my fiancee entered my life, I don’t even do that anymore. There’s a reason I work mostly solo on Giant Bomb, and why my other jobs had me operating independently. So when I neglected to remain conscious of the fact that Twitter is a public venue and joked with Double Fine gameplay programmer Anna Kipnis about a game jam based on the tweets of Peter Molydeux, I found myself in the middle of something brushing against my worst habits.

Oops.

But it worked out fine, and I'm better for it. Better. Not just in proving I'm capable of organizing an event without freaking out, but a better, more informed reporter, too. I couldn’t be more thankful. Molyjam is one of my proudest accomplishments, professionally and personally. One of the developers queued up to present their game scored a job while waiting in line. More than one told me it was the happiest weekend of their life. It changed mine, too.

I was just a cog in the machine, though. The event couldn't have been success it was out here without Kipnis, Idle Thumbs' Chris Remo, Gamasutra's Brandon Sheffield, and the dozens that worked together worldwide.

There are more than 300 games archived on www.whatwouldmolydeux.com --for now. That number will grow, as some creations were iOS games, and those developers are actually hoping to publish them on the App Store.

There is a common complaint in the press that we are denied proper access required to do accurate, honest reporting. There’s certainly merit to that, and developers have reason to be guarded: most of us have no idea how game development works. Not nearly enough, anyway. Having spent two days with a room full of developers, I can tell you there is a very easy way to better understand how video games are made: go to a game jam. This doesn’t just apply to the press, either; as a player, if you’re wondering how the hell a game is put together, if you want to witness, first-hand, the brutal process of realizing your once-amazing design just isn’t going to work, go to a jam.

I watched this unfold for a team in front of me, a few feet from where Kipnis and I sat at our help desk of sorts. On Friday, there were laughs, smiles, beers and a tangible throwing of caution into the wind regarding their own design hubris. The amount of features they were hoping to have in the game was astounding. On Saturday, the real work began, and...there was too much. They scoped too big. They quickly took a hatchet to the game. Ideas were thrown out, frustration boiled, and tension was paramount. But at the end, they had a game. It received a huge response.

If you scroll towards 2:26:00 in the video above, you can watch what they created.

That’s just one story, too. There are so many stories to be told from just the San Francisco arm of the Molyjam, and I’m hoping to tell a few of them in the weeks ahead.

As developers finished their games, Kipnis and I surprised them with some Molydeux cakes.
As developers finished their games, Kipnis and I surprised them with some Molydeux cakes.

I have a newfound respect for game developers, and a more informed understanding of the creative process. Of course, none of that will not stop me from telling you when a video game is bad, but it's worth knowing. If I hadn’t been so stressed about organizing Molyjam, I would have made a game myself. Make no mistake, I have zero interest in leaving writing to make games, but going through the exercise of creating a game seems very worthwhile.

Since this year’s GDC, I’ve spent a lot of time thinking about my role in the industry. Besides an obligation to both entertain and inform, I have a big, loud platform, a responsibility I take very seriously. Hopefully, Molyjam is the first step towards...I don’t know? A new way to bridge the player and the developer, an avenue to instill new insight into game development? The idea is a work-in-progress.

I would have loved an open night for Molyjam, and allow anyone to come by and play the games. The space here at CBS is fantastic, and my mind’s already spinning about what’s possible.

I also want to thank the Giant Bomb community, especially the couple hundred folks who hung out in the chat. You did a great job keeping us company over the 48-hour haul. I wish you could have been involved even more, and I’m keeping that in mind for whatever’s next. For now, accept a heartfelt thank you for sticking with us all weekend.

Oh, right, I forgot: the games. I have only played a handful, unfortunately, but that will change over the next few days, and on my flight to PAX East. We’ll be doing a Quick Look with the highlights, but if you’re looking for my recommendations from the presentations last night that are already available on the site, here’s what stuck out:

P.S. Bill Music.

Patrick Klepek on Google+

147 Comments

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theswoosh

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Edited By theswoosh

Good shit Trick!

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AwkwardTasteInMyMouth

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Oh man! I really want to be apart of a game jam now!

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CharAznable

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Edited By CharAznable

Ya did good, Klepek. Ya did good.

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Chemin

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Edited By Chemin

Great article.

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prestonhedges

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Edited By prestonhedges

@patrickklepek said:

@gladspooky said:

@pplus0440 said:

What did Molyneux say of the event?

Patrick's too busy talking about himself to worry about that shit.

There are some great stories about what happened surrounding the event at Kotaku and Joystiq. I was too busy organizing to worry too much about that, but given I was there the whole time, I already have some cool ideas.

Well, I was half-right.

Keep on keepin' on, Klepek. Also congrats on the event. Seems cool.

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Ekami

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Edited By Ekami

@Deusoma: You are the reason that game jam coverage is important. You have such a weird idea of how much work games are that it's making me itchy.

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kahi

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Edited By kahi

I applaud all of this. What seemed such a simple task completely changed the world and created world peace. No longer will we have to ask what if. /peter moleneux

Pretty sure he really said that. Bravo!

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Deusoma

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Edited By Deusoma
@kevingadd said:

@Deusoma: Yeah, uh, games don't work that way. Throwing more people at them doesn't make them better.

Indeed, my rude friend, but throwing more resources at them just might, and it turns out Many people have more resources at their disposal than Few people. More programming skill, more artistic skill, more planning skill... The list goes on.
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Deusoma

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Edited By Deusoma
@paulwade1984 said:

@Deusoma: Do you live in the real world?

Indeed I do, my blunt amigo, as much as I'd prefer not to. It's merely a matter of misunderstanding; I was under the impression that the purpose of Molyjam was to make a quote-unquote "real" game inspired by one of the (often surprisingly good) suggestions of the Peter Molydeux Twitter account. The truth of the matter is, it seems to just have been a world-wide party with a game design theme at its core, and here's the thing:
 
I'm perfectly okay with that. Fun is its own reward.
 
I'm not being a killjoy for the sake of being a killjoy, friend, the truth is simply that the scope of the project was significantly lower than I originally believed. Because of this, it could never meet my expectations, and therefore, I, Deusoma, speaking only for myself, was disappointed.
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DjTonySnark

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Edited By DjTonySnark

Trick Klepek knocks another one out of the park!

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tommosaur

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Edited By tommosaur

I couldn't be there in person (since i´m in Germany) but i had lots of fun watching the Livestreams and chatting with you Patrick and Anna and the others and doodling on a game the last day for some hours next to that =)

Overall it was a great movement and i enjoyed it a lot, looking forward to the next cool thing =)

Thanks to all making it happen and taking part =)

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Civraz

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Edited By Civraz

Thanks for everything you guys did, Trick! I had a great time hanging out in the chat and watching everything as it unfolded. Space men were hugged, pigeons became humanitarians (potentially), and Bill Music forever found his way into all of our hearts. I can't wait to see what the future of Molyjam looks like!

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csl316

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Edited By csl316

This was/is such a weird idea!!

Nice to see that it blossomed into something awesome, good work by all.

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DavoTron

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Edited By DavoTron

I love telling people about some of the games I played out of this. The whole "bear hug to survive" even interests people who don't play games.

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SigFemSeks

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Edited By SigFemSeks

Being able to participate in and submit a game for Molyjam is something I will remember forever. My game (Secret Dad, mentioned in the original article) was something I spent a long time designing, and when it was time to finally get working on it on Saturday, both of the programmers had dropped out. Now, I'm a lowly QA Manager with game designer aspirations, and my wife is a struggling artist (also the artist of the Game/Meme collage in the original article), so needless to say, we were crushed. We were both really excited about working on a game, and now our team was pretty much screwed without programmers.

However, we decided that in the spirit of the event, we weren't going to give up; we were going to make the game anyway. So, without any sort of technical knowledge on how to make a game, we set forth with Secret Dad. What resulted was a day and a half of learning a creation tool, creating art, frustration, and putting everything together. By the end of Saturday, we at least had SOMETHING to present.

The next day, at the event, I spent a few more hours fine tuning some things to make it acceptable to present with the rest of the amazing games. My wife and I were very nervous. What surprised me the most was the reception we received when we finally presented. Everyone was super supportive of us and loved the game. We even had offers from people offering to help us finish it.

All in all, it was a surreal experience, and I just want to thank every single person involved for creating something really special within the game industry, and giving us support when we needed it most. I really do hope that this is just the first of many Molyjams to come.

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vaiz

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Edited By vaiz

This is a turning point in your career, man. Not only did you organize an event that will be remembered in the industry for a time to come, but you finally have a proper journalist sounding nickname. Trick 'Tricky' Klepek, ladies and gentlemen.

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Kingfalcon

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Edited By Kingfalcon

@Deusoma said:

@kevingadd said:

@Deusoma: Yeah, uh, games don't work that way. Throwing more people at them doesn't make them better.

Indeed, my rude friend, but throwing more resources at them just might, and it turns out Many people have more resources at their disposal than Few people. More programming skill, more artistic skill, more planning skill... The list goes on.

Please take a few moments to familiarize yourself with the concept of diminishing marginal returns, aka "too many cooks in the kitchen."

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Deusoma

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Edited By Deusoma
@Kingfalcon said:

@Deusoma said:

@kevingadd said:

@Deusoma: Yeah, uh, games don't work that way. Throwing more people at them doesn't make them better.

Indeed, my rude friend, but throwing more resources at them just might, and it turns out Many people have more resources at their disposal than Few people. More programming skill, more artistic skill, more planning skill... The list goes on.

Please take a few moments to familiarize yourself with the concept of diminishing marginal returns, aka "too many cooks in the kitchen."

This is indeed a concept that exists, friend, but just as "throwing more people at a game" doesn't inherently make it better, as young Kevin helpfully (if somewhat tactlessly) pointed out, it also does not inherently make it worse. The idea was one of hope, not one of demand. If it worked, great! A fun game to play! If it didn't, at least they tried, and it's not like we lost anything. On the other hand, to see something entirely different from both those outcomes, as previously mentioned, was disappointing for me, but only because I did not understand the nature of a "game jam" in the first place. On a side note, I can't help but notice the number of rather strongly negative reactions to my post, so I apologize to users who seem to have been offended by my feelings, however that happened.
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Monkeyman04

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Edited By Monkeyman04

I loved watching the whole thing and chatting with the others in the chat. Really liked seeing people like Bill Music get a following (he's gotten me into chip tune all by himself).

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artofwar420

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Edited By artofwar420

This is fantastic!

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FirebirdINF

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Edited By FirebirdINF

Fantastic. This is just anazing, duder. Very happy for you and the whole community. Was Molyneux involved in any way, beside his ego being tenderly stroked?

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MooseyMcMan

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Edited By MooseyMcMan

So good.

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garbagewrappedinskin

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@Deusoma said:

This is indeed a concept that exists, friend, but just as "throwing more people at a game" doesn't inherently make it better, as young Kevin helpfully (if somewhat tactlessly) pointed out, it also does not inherently make it worse. The idea was one of hope, not one of demand. If it worked, great! A fun game to play! If it didn't, at least they tried, and it's not like we lost anything. On the other hand, to see something entirely different from both those outcomes, as previously mentioned, was disappointing for me, but only because I did not understand the nature of a "game jam" in the first place. On a side note, I can't help but notice the number of rather strongly negative reactions to my post, so I apologize to users who seem to have been offended by my feelings, however that happened.

Parallel development on larger scale productions actually does make it worse and has been demonstrated multiple times. It also doesn't scale linearly with production capacity.

The whole idea of "Well, at least they should have tried." is absurd. These are people with, at the very least, experience working on developing video games; they know what it takes, the demands of scope, and the horrors of time/resource crunch. You are a dude on the internet with no concept of what it takes to make a game whining that they didn't produce something up to your personal standard.

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Kingfalcon

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Edited By Kingfalcon

@Deusoma: Don't sweat it. At least you're willing to admit you misunderstood what it was all about. Lots of people would just dig their heels in and refuse to concede the point.

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Deusoma

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Edited By Deusoma
@garbagewrappedinskin said:

@Deusoma said:

This is indeed a concept that exists, friend, but just as "throwing more people at a game" doesn't inherently make it better, as young Kevin helpfully (if somewhat tactlessly) pointed out, it also does not inherently make it worse. The idea was one of hope, not one of demand. If it worked, great! A fun game to play! If it didn't, at least they tried, and it's not like we lost anything. On the other hand, to see something entirely different from both those outcomes, as previously mentioned, was disappointing for me, but only because I did not understand the nature of a "game jam" in the first place. On a side note, I can't help but notice the number of rather strongly negative reactions to my post, so I apologize to users who seem to have been offended by my feelings, however that happened.

Parallel development on larger scale productions actually does make it worse and has been demonstrated multiple times. It also doesn't scale linearly with production capacity.

The whole idea of "Well, at least they should have tried." is absurd. These are people with, at the very least, experience working on developing video games; they know what it takes, the demands of scope, and the horrors of time/resource crunch. You are a dude on the internet with no concept of what it takes to make a game whining that they didn't produce something up to your personal standard.

Why yes, that is an absurd idea, and I'm glad then that I didn't try to suggest it, my second rude friend of the day. I shall explain, so that a dude on the Internet attacking another dude on the Internet because he didn't understand him will see things more clearly.
 
What I did say was this: When I was under the impression that Molyjam was about making one unified game over the course of a week, I thought it would have two possible outcomes. One, they successfully make an XBLA/PSN-level game, and it is enjoyed by all. Two, they fail to make the game, due to the time limit, unrealistic goals, or, as you suggested, failure to co-operate. 
 
After I mentioned each potential outcome, I described what my personal reaction would hae been. My reaction to the first scenario, where they succeed in creating the game, was "Great! A fun game to play!" My reaction to the second scenario, where they fail to create the game, was "At least they tried, and it's not like we lost anything." This is the part that you misinterpreted. 
 
I then commented on the fact that instead of either of those outcomes, what greeted my eyes on the website was dozens of tiny Flash games, novelties to be enjoyed for a few minutes and then set aside. There is nothing wrong with such novelties (indeed, as I stated in another comment on this thread, fun is its own reward), but because I was expecting something different, I was disappointed. At no time did I suggest that they should have done what I thought they were going to do, merely that that's what I thought they were going to do in the first place. 
 
To summarize: You are a dude on the Internet who speaks in absolutes about things which are not so, judges people based on things they did not say, and, all due respect, should really learn to be more polite when disagreeing with someone. 
 
I hope I have cleared a few things up. :-)
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garbagewrappedinskin

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@Deusoma said:

words

Thanks for commenting. Please stay tuned for more quality content on CBS Interactive's Giant Bomb dot com.

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deactivated-5b047a335a3c2

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what's the one from the wizorb guys called? patrick mentioned it on the podcast.

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Deusoma

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Edited By Deusoma
@garbagewrappedinskin said:

@Deusoma said:

words

Thanks for commenting. Please stay tuned for more quality content on CBS Interactive's Giant Bomb dot com.

A few words of advice. Dismissing my comment like that doesn't lessen me, friend Skin, it merely makes you look rude.
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AlbinoJerk

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Edited By AlbinoJerk
@FirebirdINF: Molyneux showed up at one of the jams in england and gave a little speech.
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the_OFFICIAL_jAPanese_teaBAG

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I really like your articles Patrick, I just wanted to let you know!  Holy shit, you mustve been really tired Patrick 

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Masha2932

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Edited By Masha2932

Wow, I can't wait to see this event grow even further.

Hey, Patrick if some of the developers are planning to flesh out their concepts and sell them I think it would be a great idea if developers could agree to have a portion of a game's profits be put into some sort of molyjam fund and the money raised can be used for charity or developer outreach programs.

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the_purgatory_station

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great write up. props to all involved to making this happen.

all the games were really interesting. i wanted to close the laptop and sleep but i had to keep watching till the last game.

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Edited By Anund

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

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apoloimagod

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Edited By apoloimagod

This is such an inspiring story, and one couldn't help but hope this is the beginning of something great, that something special happened. And I'm confident somewhere in that event, maybe unnoticed, maybe not so much, is the next great games creator of the coming generation.

Great job Patrick!

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ibruemleve

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Edited By ibruemleve

I still have to watch most of the presentations and play most of the games. Just reading the your story and how much insight and work came from what was originally a joking message goes to show one of the consequences of using hypothetical jokes on a public platform, which is accountability. That being said, I am really glad it turned out so well and I am happy for you Patrick, glad to see it has been a positive learning experience and that you want to potentially make it an annual event. Looking forward to participating next year, again great job with the organization of the event and it just goes to show the kinds of ideas that GiantBomb can facilitate now that they are in the new offices.

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xpgamer7

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Edited By xpgamer7

It's still one of the craziest things I've seen in a while. It's one of those few things that just happens. So happy it did.

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willywidget

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Edited By willywidget

Do not browse the Molyjam 2012 archive while at work. Work will not get done.

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Deusoma

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Edited By Deusoma
@Anund said:

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

It isn't their disagreeing with me that's rude, it is the manner in which they do it, my ill-mannered comrade. For example, your entire statement reeks of a tone which questions my sanity for daring to have a certain opinion. In this particular case, my original statement (which, once again, was merely what I thought was going to happen, not me saying what should have happened) isn't even relevant, you're merely relating your information in a sarcastic, accusatory way, and that is, without a doubt, rude.
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Anund

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Edited By Anund

@Deusoma said:

@Anund said:

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

It isn't their disagreeing with me that's rude, it is the manner in which they do it, my ill-mannered comrade. For example, your entire statement reeks of a tone which questions my sanity for daring to have a certain opinion. In this particular case, my original statement (which, once again, was merely what I thought was going to happen, not me saying what should have happened) isn't even relevant, you're merely relating your information in a sarcastic, accusatory way, and that is, without a doubt, rude.

I would like to propose to you, my good man, that the reason people respond to you in a manner you deem "rude" is because your own posts positively reek of smugness while at the same time putting your blatant ignorance of the topic at hand in the unforgiving light. Some people, myself included, find that downright offensive. Ignorance is alright, being smug can be annoying but justified, but being smug while ignorant deserves calling out.

I'm not questioning your opinion, it's not an "opinion" that it would be possible for all these people to co-operate on one game for a weekend, it's an incorrect assumption. You have now been corrected and I expect a gentleman such as yourself to appreciate being enlightened of your mistakes so as to avoid further shame.

I await your appreciation with unbridled excitement.

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Deusoma

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Edited By Deusoma
@Anund said:

@Deusoma said:

@Anund said:

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

It isn't their disagreeing with me that's rude, it is the manner in which they do it, my ill-mannered comrade. For example, your entire statement reeks of a tone which questions my sanity for daring to have a certain opinion. In this particular case, my original statement (which, once again, was merely what I thought was going to happen, not me saying what should have happened) isn't even relevant, you're merely relating your information in a sarcastic, accusatory way, and that is, without a doubt, rude.

I would like to propose to you, my good man, that the reason people respond to you in a manner you deem "rude" is because your own posts positively reek of smugness while at the same time putting your blatant ignorance of the topic at hand in the unforgiving light. Some people, myself included, find that downright offensive. Ignorance is alright, being smug can be annoying but justified, but being smug while ignorant deserves calling out.

I'm not questioning your opinion, it's not an "opinion" that it would be possible for all these people to co-operate on one game for a weekend, it's an incorrect assumption. You have now been corrected and I expect a gentleman such as yourself to appreciate being enlightened of your mistakes so as to avoid further shame.

I await your appreciation with unbridled excitement.

Oh, indeed my friend, I have absolutely no idea how game development works. I should have thought that was obvious from the very beginning. I make no attempt to conceal this. But my ignorance on the subject was not the focus of their commentary, it was the insinuation that I was some kind of vile cretin for daring to even believe such a thing could be possible. However, my opinion - and an opinion it truly is - remains thus: "I didn't understand what this was; I wish it had been what I thought it was instead of what it really is." 
 
If we're going to be this specific, though, I might point out that it is entirely possible for thousands of people to co-operate on a single project over a weekend. It's just outrageously, profoundly difficult, so difficult as to make the outcome completely unworthy of the effort. But not impossible.
 
I apologize for the smugness, I admit I take such a delight in entering in online debate in a calm, civil tone; it has a curious tendency to infuriate one's opponent beyond rational thought, somewhat winning by default. You should see the damage you can do by simply being genuinely friendly to an angry poster.
 
I do like the cut of your jib, friend Anund. I quite enjoyed your adapting my tactics and turning them back on me, as opposed to hammering me with the same cynical sarcasm the others used that had clearly been failing to shake me. Kudos, good sir, I'll be keeping an eye on you.
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Anund

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Edited By Anund

@Deusoma said:

@Anund said:

@Deusoma said:

@Anund said:

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

It isn't their disagreeing with me that's rude, it is the manner in which they do it, my ill-mannered comrade. For example, your entire statement reeks of a tone which questions my sanity for daring to have a certain opinion. In this particular case, my original statement (which, once again, was merely what I thought was going to happen, not me saying what should have happened) isn't even relevant, you're merely relating your information in a sarcastic, accusatory way, and that is, without a doubt, rude.

I would like to propose to you, my good man, that the reason people respond to you in a manner you deem "rude" is because your own posts positively reek of smugness while at the same time putting your blatant ignorance of the topic at hand in the unforgiving light. Some people, myself included, find that downright offensive. Ignorance is alright, being smug can be annoying but justified, but being smug while ignorant deserves calling out.

I'm not questioning your opinion, it's not an "opinion" that it would be possible for all these people to co-operate on one game for a weekend, it's an incorrect assumption. You have now been corrected and I expect a gentleman such as yourself to appreciate being enlightened of your mistakes so as to avoid further shame.

I await your appreciation with unbridled excitement.

Oh, indeed my friend, I have absolutely no idea how game development works. I should have thought that was obvious from the very beginning. I make no attempt to conceal this. But my ignorance on the subject was not the focus of their commentary, it was the insinuation that I was some kind of vile cretin for daring to even believe such a thing could be possible. However, my opinion - and an opinion it truly is - remains thus: "I didn't understand what this was; I wish it had been what I thought it was instead of what it really is."

If we're going to be this specific, though, I might point out that it is entirely possible for thousands of people to co-operate on a single project over a weekend. It's just outrageously, profoundly difficult, so difficult as to make the outcome completely unworthy of the effort. But not impossible.

I apologize for the smugness, I admit I take such a delight in entering in online debate in a calm, civil tone; it has a curious tendency to infuriate one's opponent beyond rational thought, somewhat winning by default. You should see the damage you can do by simply being genuinely friendly to an angry poster. I do like the cut of your jib, friend Anund. I quite enjoyed your adapting my tactics and turning them back on me, as opposed to hammering me with the same cynical sarcasm the others used that had clearly been failing to shake me. Kudos, good sir, I'll be keeping an eye on you.

It's been a pleasure jousting with you ;)

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Turhaya

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Edited By Turhaya

What a wonderful story! Class acts, everyone involved. Especially the neux himself.

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ninjasudo

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Edited By ninjasudo

Great stuff, thanks for watching over our team Patrick! Path will continue to grow! What most people don't know is that almost none of our team had used Unity before MolyJam. I will definitely be looking forward to the next MolyJam!

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luthorcrow

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Edited By luthorcrow

It is crazy things like this that makes me love GB and glade I am a paying member.

Bravo, Patrick.

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vikingbloodlust

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Edited By vikingbloodlust

seeing that creative process jammed into a two day window would be very interesting

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Protag_B4P

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Edited By Protag_B4P

@Anund: This might be @Anund said:

@Deusoma said:

@Anund said:

@Deusoma: Thousands of developers in different locations working on one game? This was what you thought would happen? Regardless of knowledge of game development, how does that seem even remotely likely to anyone at all? Just think about this rationally for a while: just distributing tasks to all these people would take longer than the entire jam, not to even mention the work of integrating all these thousands of parts into one whole product or designing the game in such a way that it could be completed as thousands of separate and independent parts.

And why is it that anyone disagreeing with you is rude? All I've seen is people pointing out your expectations were not even close to being grounded in reality which isn't rude, it's just a fact.

It isn't their disagreeing with me that's rude, it is the manner in which they do it, my ill-mannered comrade. For example, your entire statement reeks of a tone which questions my sanity for daring to have a certain opinion. In this particular case, my original statement (which, once again, was merely what I thought was going to happen, not me saying what should have happened) isn't even relevant, you're merely relating your information in a sarcastic, accusatory way, and that is, without a doubt, rude.

I would like to propose to you, my good man, that the reason people respond to you in a manner you deem "rude" is because your own posts positively reek of smugness while at the same time putting your blatant ignorance of the topic at hand in the unforgiving light. Some people, myself included, find that downright offensive. Ignorance is alright, being smug can be annoying but justified, but being smug while ignorant deserves calling out.

I'm not questioning your opinion, it's not an "opinion" that it would be possible for all these people to co-operate on one game for a weekend, it's an incorrect assumption. You have now been corrected and I expect a gentleman such as yourself to appreciate being enlightened of your mistakes so as to avoid further shame.

I await your appreciation with unbridled excitement.

This may be the most gentlemanly, and thoroughly enjoyable online discussion i've read in a long time.