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Member Since 25 Sep 2002
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Posts I've Made

In Topic: I am alone

Today, 12:47 AM

I overstated for emphasis. Obviously playing games has some relevance to design in that it gives you an idea of some of the things that are good or bad. But it's not some marketable experience that's worth mentioning because a) everyone who goes in to the field has it, and b) it gives you a general idea but no actual useful skills and does not equate to practice.

Consider your analogy to a sports player; of course they have to practice, and they're doing the exact things they will do on the field when they practice. Playing games is not doing the exact things as designing games, so it doesn't make good practice. A more fair comparison would be that playing games is like watching sport - it gives you some general ideas about what does and doesn't work, but no practical experience to put it to use.

In Topic: I am alone

Yesterday, 11:41 PM

Firstly, take a read through Chris DeLeon's Frank Look at Making Videogames Professionally.  In short, making games is hard and involves a lot of work that isn't necessarily fun or exciting, especially if you're working independently and have to do your own sales and marketing.  It's nothing like playing games, and although it's likely that most game developers have (or had) at least some interest in playing games, all your years of playing are completely irrelevant.


Writing down all the game ideas is not a major part of game making -- that's just a small part of designing a game, and a good game designer does a lot more than this.

Producing art is absolutely a valuable skill, but can you just draw (useful for concept art, but not necessarily directly usable in a game) or can you translate that to creation of digital artwork?



If you don't already have a programmer on board a Kickstarter campaign is extremely unlikely to be successful -- even then it's far from a sure thing -- a lot of teams with a proven track record and a working demo of their game don't manage to raise funds successfully, so your chances of succeeding without those things are very low.



Perhaps you could use your art skills to join an existing project or partner with a programmer to get some experience, or look into a job in the industry?  


Have you tried attending industry events to make contacts?  See if the IGDA has a chapter in your local area that does meetups.  Consider events such as GDC.

In Topic: Great game design resources.

13 September 2016 - 10:03 PM

Lost Garden: blog of Spry Fox designer Daniel Cook. He provides a list of good starting points, or pay particular attention to the posts tagged as science of game design. His prototyping challenges also make for great practice if you don't have your own ideas to work on.

Designer's Notebook: Gamasutra column of Ernest W Adams. The regular "Bad Designer, No Twinkie" columns are a good list of common design mistakes to avoid.

In Topic: Does anyone have any advice for my unique situation?

26 August 2016 - 12:16 AM

A complete design document is not a prototype.


A complete and playable rule-set for a table top game is a complete game, and could certainly be considered a valid prototype for a video game; prototyping with pen and paper, cards, or as a board game is actually quite a common technique in the industry.



A design document and a playable rule set are not the same thing... which do you actually have?  Last time you published a design document (around 8 years ago) was certainly not a playable rule set for a table-top game, but if you have such a thing you could certainly attract attention with it.



...and yes, you appear to have the attitude problem Oberon_Command describes -- if that isn't your intent you may wish to try to refine your communication -- this is the major sources of your problems trying to have discussions.



(Note: the above is my personal opinion as another member of the community and does not represent the site itself.  I am specifically not responding as a moderator or member of staff.)

In Topic: Full page mobile ads?

18 August 2016 - 06:23 PM

Would it perhaps be possible to do something like ensuring a particular signed in member would only see one full-screen ad in a given time period; maybe only once per day or two days?

Obviously depending how our adverts are set up and what networks are being used that might not be possible or might be very difficult, but I just thought I'd throw out the suggestion.