This past weekend I participated in the New York City branch of the first ever “Molyjam”, a game jam based on the tweets of “@petermolydeux”, the parody account that is known for vague and sometimes entertaining game design ideas to mock Peter Molyneux, a game designer who is infamous for coming up with (but not really delivering on) all manner of vague and overly ambitious game design concepts.
Ever since participating in my first game jam, the Global Game Jam 2012, and going to GDC, I have been itchy to just create experimental games, so I pretty much had to see what I could do during Molyjam, provided it made it’s way to New York City. I was surprised to see it blow up from a Google doc to a world wide event and that just further cemented my need to take part in it. Thanks to Ben Johnson, a local game designer, and Parsons/The New School, the MolyJam became a real thing in New York City and thus began my second game jam, which ended up being quite different from my first. In the end I had a new game to show off, and I’m again, very proud of that.
So here are my observations and overall thoughts on how the whole thing panned out for me, including stuff specifically about the MolyJam as well as analysis of working on the game we ended up finishing, “Glorious Ending Cinematic”.
The lack of surprise wasn’t so welcome: One thing that made the GGJ really work was that no one knew the theme until minutes before the jam began. Also the theme this year, “Ouroboros”, was so out there that people had to really think about it on a number of different levels. With such a short amount of notice as to theme with such an ambiguous term the sky was the limit on every level. I don’t feel like it was the same here, even with such far reaching ideas.