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nickyc95

How do you come up with ideas?

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Hello there,

 

I am a programmer struggling to think of game ideas.

 

I need to continue practicing creating games but I can't think of any ideas to make.

 

Do you guys have any ideas for 2d or 3d games? How do you come up with them?

 

 

Thanks

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Why do you want to make a game if you don't have an idea? Why not just join forces with someone who has an idea and doesn't want to learn to program? There are hundreds, or thousands, of guys with game ideas who are clamoring for you! Have a look in the Classifieds section. I imagine a lot of them are willing to join forces with an inexperienced programmer.

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Why do you want to make a game if you don't have an idea? Why not just join forces with someone who has an idea and doesn't want to learn to program? There are hundreds, or thousands, of guys with game ideas who are clamoring for you! Have a look in the Classifieds section. I imagine a lot of them are willing to join forces with an inexperienced programmer.

Hi Tom,

 

thanks for the replies, looks to be some good information there.

 

As for joining forces with someone, that sounds like a good idea.

 

Thanks

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I stopped believing in ideas after awhile. I now believe in implementations. Make one small thing after another and test until you make something fun. 1 good implementation is probably worth 10 good ideas.

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Start with clones. Copy Pac-man, Tetris, Arkanoid, etc.

If your mind is the wandering type, you'll end up with something that looks nothing like Pac-man, Tetris or Arkanoid, but actually feels fresh and original, just because you've taken decisions along the way.

Also, try to mix genres.

For example, for an test we did at one of the studios I worked for, I challenged a Game Designer to come up with a mix, and he chose Tic-Tac-Toe and Rock-Paper Scissor and made a blend between the two: a very simple competitive-oriented game for mobile devices (and somehow, it was actually fun!).

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Start with clones. Copy Pac-man, Tetris, Arkanoid, etc.
Note you can easily steal ideas without cloning anything :) Also I would avoid trivial mechanics like Tetris, instead try someting more content based (like RPGs or Point & Click adventure games - there is an endless possibility of plain stealing without cloning anything). Why? Because these games are already perfect :) Unless you are total genious (in which case why are you reading this topic :D) you will not be able make a better Tetris or Pac Man.

 


Also, try to mix genres.
That one I would not recommend. It is usually a desperate quest for forced orignality (and it rarely works). My advice would be to mix games WITHIN same genre.

 

Example: Orymus3, I don't think you mixed any other genres in your SpaceWar, like puzzle platformer :) You more like stealed only from other strategy games. Focused genre is MUCH, much, much better in almost all cases with so few exceptions it's not worth mentioning.

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you will not be able make a better Tetris or Pac Man.

 

I beg to differ. These games are far from perfect, and there's room for improvement.

Whether people would recognized it nowadays is left out of the equation however. Truth be told, there's something compelling about being the first to spin a "genre" that cannot be replicated by cloning the game. Making it better doesn't mean it will make it more popular, obviously.

 


Orymus3, I don't think you mixed any other genres in your SpaceWar

I mixed Raptor: Call of the Shadows with VGA Planets ;) Got'cha!

 

Also the OP is interested in practicing coming up with ideas, not making great games. I think one learns more from creative efforts that involve tough constraints: how can you squeeze the fun out of a puzzle game meets point-and-click adventure? That's a tougher challenge than focused genre.

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step 1: I play random scenarios in my head (imagine).  Fast. Not always reliable.

step 2: Represent the game*. Pretty much any visible medium on hand can be a go-to. You can create hard evidence something works. It is slow.

step 3: Experiment**. Determine what really works by asking questions, testing on the physical game, and/or imagine some more. What is boring? What parts are engaging? Always ask 'why'?

The type of experimenting that I mean is tweaking behavior to outrageous extents, altering anything important to see results, go as far as necessary to see what breaks an idea, making it unappealing, and then trying to bring it back to discover any nuances.

 

Recur until game. 

 

*step2 requires a healthy dose of step1, unless you have a physical object that is for all intents and purposes your subject, which may imply the scientific method is involved during step3.

 

**The actual experiment would involve more creativity, requiring steps 1 and 2. 

 

The Scientific Method applies during step3 when your idea coincides with real physics or anything else that's real. In which case you will spend more time on step2 than if someone were to say, try to figure out what a world made of strawberry jam would be like.

Edited by ActiveUnique

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