Sounds like the rules are being worked on, which is good. It seems to me that UE4 game jams are experiencing ‘growing pains’, and the event is becoming bigger than when first envisioned. are just few things I’ve noticed personally;
Developing a game before the theme announcement:
I’m guilty of this as well; I’ve been working on October Jam game assets immediately after the September Jam concluded. My reasoning is that if people are allowed to use game-ready assets on the market place, that I can start working on game jam assets long before the theme announcement date, creating AAA assets of my own. This is counter-intuitive to learning about making UE4 assets, and game assets in general under a deadline; but is essential for those who cannot afford, or do not want to use other people’s assets, but still want a winning against the half-dozen extremely polished games that will inevitably show up.
Essentially, it becomes a pay-to-win scenario, unless developers can make assets / already have assets to use before the announcement of the theme. Removing the ability to use marketplace assets, and adding an ‘Asset Theme’ could be a possible solution; since, to me, Game Jams are all about learning and developing games under a short deadline.
The theme:
Adapting the theme of a game jam to a preexisting game, or one that has been in development before the start of the game jam is extremely easy, since the theme is open for interpretation.
This is a double-edged sword… For one, open interpretation is fun, and I think it’s a core element of a Game Jam, and wouldn’t want to see it removed, since I believe creativity is the most important asset a game developer can have. On the other hand, this is probably the reason why people take the ‘risk’ to develop a game long before the theme announcement, because the risk is basically negligible with enough creativity; even if the theme is extremely specific; “Top-Down Game” can translate into a 3rd person game, where the character fights it’s way down a winding abandoned mineshaft, traveling from top to bottom.
I don’t know how this could be solved, or if it should even be solved, but it’s something to contemplate.
Anyway, I’ll be interested to see how the game rules have changed when the theme is announced; and this alone has certainly kept me on my toes
Edit:
The skill of game developers ranges from AAA to those just beginning to learn UE4. I also notice a trend between those who desire to be game developers as a career option (or those who are already full-time game devs) to those who are in it because it’s a really fun and exciting hobby competition. I also find that this is a source of contention when participants begin to find teams. Some are in it for the fun, others are in it because they want to become extremely talented, and make money. This leads to the, “Hey, this guy isn’t doing as much work as I am.” disagreement.
Perhaps different tiers of rewards can be made? I’m not thinking about expensive rewards like new GPUs (although they are more than welcome, and very appreciated); more like shiny trophies or ‘diplomas’ that people can show to friends (or perhaps future employers) and say, “Hey, look, I won gold medal in the UE4 Game Jam. I think I can help develop your game.”
As an endnote; if UE4 Game Jams continue to grow at this pace and is given enough support, I can imagine it becoming a competitive sport, on the level of DoTA, LoL, or Hearthstone tournaments. Combine this with the recent VR/AR tech that is on the verge of exploding, and I can see a new era for gaming (and other professions) dawn.