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Posted 03 September 2012 - 02:26 PM
Posted 03 September 2012 - 02:39 PM
It's not a feeling, it's a fact. Making games is about sacrifacing 99.99999% of the possibilities. It's unavoidable, do yourself a favour and get used to it.
But I feel like I'm missing out on a whole universe of possibilities.
Posted 03 September 2012 - 03:30 PM
Posted 03 September 2012 - 03:59 PM
Posted 03 September 2012 - 04:10 PM
Posted 03 September 2012 - 04:15 PM
Yes! And the best place to do that imho is at a game jam! Seriously DO IT you don't have to go to a physical one, there are plenty online.
You are not alone on this, this is much more common disease than you think I think there could be several cures, the one that worked out for me was a deadline. When I set up a deadline (very short one) and actually completed a game the first time
Edited by VildNinja, 03 September 2012 - 04:22 PM.
Posted 03 September 2012 - 07:10 PM
- Jason Astle-Adams
Posted 03 September 2012 - 09:05 PM
Posted 04 September 2012 - 01:56 AM
Posted 04 September 2012 - 09:04 AM
My game ideas are too ambitious and complicated. Whether I'm thinking about designing a video game or a board game, I always start with a 50,000-foot-high view of a complex experience that would take many interrelated mechanics working in unison to create.
This makes it difficult to give myself opportunities to grow step-by-step as a game designer. I'm a great software developer, so if I came up with simpler ideas like "Tetris but with X", I could implement them without too much trouble and learn from that experience. But instead, my ideas all sound like "Civilization but in space with procedurally generated storylines and custom tech trees and, and, and, and..."
I know that one thing I can do is pare down those complex ideas until I have an "MVP". But I feel like I'm missing out on a whole universe of possibilities. I see simple, elegant games like Carcassone, Limbo, Braid, or Thomas Was Alone, and they're clearly novel ideas that don't come from thought processes like my derivative one described in the above paragraph.
Has anyone else struggled with this? How can I give myself a zen-strike-on-the-nose to shake off some of the derivative patterns of thinking I've grown into over the years?
Edited by SimonForsman, 04 September 2012 - 09:05 AM.
Posted 04 September 2012 - 01:48 PM
Posted 06 September 2012 - 07:13 AM
When we teach at game development workshops for high school classes we always teach them not to make a game. One of our most used (and useful) guidelines is to make a toy not a game. In other words think of a single game mechanic you like, test it, and if it is fun make a game out of it. That way you ensure to always start with something fun, and then you can add story line and other elements afterwards. Preferably as an iterative process.
Posted 06 September 2012 - 07:23 AM
I find this is a very effective way to reduce complexity. Imposing harsh restrictions such as 'game can only use one button', or 'gameplay occurs along a single axis', or even 'game can only use 2 colours', really makes you distill your ideas into their most basic form.
You could also limit the game to exclude certain themes or genres, stick to certain mechanics, only use a limited number of inputs, etc.