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Gamer Purgatory

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Boisegamer2001
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Joined: 12/31/1969

How do you deal with the game creator’s version of writer’s block, Gamer's Purgatory, where it seems that no matter how much you revise a game it never seems to go anywhere? Right now I feel like Sisyphus in my game design, should I play different games to inspire new revelations or playtest or....?
This could the struggle between keeping the game the way I want is verses the way it "should" be? Is this a normal phenomenon? (there's an oxymoron if I've ever seen one)

To be more precise the unattainable is not to sell the game but to make the game unique, more enjoyable to play, and less stagnant. (Big steps, I know)

Any ideas?

BG2001

Anonymous
Writers Block

Good morning.

Yes Gamers Purgatory is normal. The way I get around this is by doing a few things.The first thing is write ideas or suggestions or comments on how he game will be played or what mechanics the game shall have. Two is take some time away from your design and then come back later and see what you can come up with. Three, playtest your game. Four. Try not to delay your ideas for more then a week due to this is because your ideas may fade and then you will loose interest. Always out do yourself in ideas or suggestions or ways to present the game in an a original or fresh concept. Just because there are thousands of games nearly all the same way doesn't mean you can come up with a better one or something that the publisher didn't come up with while designing the game already.

BullDog
Dismissed!
See you in the future of gaming.

markmist
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Joined: 12/31/1969
Gamer Purgatory

Here are some suggestions:

If you haven't played alot of games, I would recommend it. Play some games from well-known designers such as Knizia. This will help you understand what good game design looks like and might spur some revelations into your design.

Secondly, figure out what the core of your idea is that will not change despite any revisions. You need some framework to work from, because if you revise too much each time then you will constantly be morphing the game into something else and you will get frustrated and will never be satisfied.

Once you decide on your core elements and theme - stick by it! Then after you playtest, you can focus on the suggestions you get within the framework of your design. If the game does not work at all, it might be time to scrap the idea completely and start fresh with something new.

My final recommendation is to take a break. If you feel stuck, often you just need to take a step back and let the design go for a while. Then, one day a new idea may just pop into your head that you would like to explore, or you might get new ideas when you revisit the rules later as you are looking at them with a fresh perspective.

I am hardly a master at this, as I struggle with the same issues, but I thought I would post this to give you some tips and possibly spur further discussion.

Boisegamer2001
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Joined: 12/31/1969
Gamer Purgatory

Thanks,
due to your suggestions I have done a couple of things

1. I bought myself a good notebook, and have started to record my ideas on it

Quote:
The first thing is write ideas or suggestions or comments on how the game will be played or what mechanics the game shall have.

2. I am glad it isn't just me,

Quote:
Gamers Purgatory is normal

but it may be the creative process itself, I most likely right now need to let my brain work on the back-burner so to speak. I can't force good ideas.

3. I plan to break out my game collection, and "index card and posterboard" prototype collection (ideas that I have not playtested) and do some playing

4. keep looking on BGDF :)

BG2001

FastLearner
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Joined: 12/31/1969
Gamer Purgatory

I keep written journals. If I run into a hard spot and the game stalls, I just work on a different one. As a result, right now I have:

3 games in final playtesting

3 games in playtesting

6-8 games that are ready for their first prototypes

10-20 games that just need a final couple of key ideas to bring them to the first prototype stage.

30-40 games that need some kind of real inspiration to move forward to the next stage.

20-30 games that I've given up on, but can still use as reference for other games.

The whole thing has kind of become a games factory, where ideas seem to (mostly) slowly wor their way across the factory floor, becoming more and more ready. When one stumbles and I can't find a solution for it pretty quickly, I set it aside and let it ferment while I work on others.

Bit-by-bit -- either just by chance or because I'm looking back through the journals for games that are "ripe" -- the older set-aside games come to the surface, bubbling up like so much crude oil, with new ideas attached. Progressively they move along that factory floor, becoming more and more ready.

I'm eager to get those final playtest games out of the factory, to make room in the chain for others!

To sum: I do run into design blocks, but for me, anyway, just setting them aside while working on another design seems to work greatt.

Boisegamer2001
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Joined: 12/31/1969
Gamer Purgatory

That's fantastic...

What a great methodology! Looks like I may need to begin a game library (or at least borrow some friend's games) and start a notebook library.

I do agree that it's better to move on to something different and come back at some point rather than just keep plugging along.

Then of course how can you tell when a game is finished or nearly finished; "an artists work is never finished, only abandoned".

BG2001

markmist
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Joined: 12/31/1969
Gamer Purgatory

Well,

That is another way to do it, if you want to design alot of different games at once. I, on the other hand, prefer to work on 1 design (or maybe 2) at the most and try to get them into final prototype stage before starting something new.

The way you go about designing probably has a lot to do with personality types. I would be interested in hearing other people's opinion on this subject - maybe in another thread?

FastLearner
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Joined: 12/31/1969
Gamer Purgatory

I appreciate the idea of working on just one or two games, staying focused and following them through all the way. I do suspect, as you mentioned, Mark, that it largely comes down to personality.

Me, the ideas for games -- core ideas and ideas for implementation/improvements -- just come too fast and furious. More than once I've woken in the middle of the night with a mostly-formed game in my head, and a real need to get it down on paper before some of the intricacies are gone. Or to be showering and suddenly realize how a certain mechanic can work to solve a game's problem. So much stuff, constantly coming to the fore, I just don't want to lose it.

On the downside, of course, is that if I'd spent the same time and energy on 1 or 2 games at a time, I'm sure that by now I'd have nearly a dozen off to publishers for consideration.

On an upside, if I am successful in this game design endeavor then I have a lot of solid games and near-games in the queue, ready to follow-up. :)

-- Matthew

Zzzzz
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Joined: 06/20/2008
Gamer Purgatory

Ah Gamer's Purgatory!

We all experience it, we all hate it, but it exists none the less.

I think this issue occurs in all areas of life, it is natural to have those down times that, *get in the way*. We all want to have things finished to that *perfect stage*. But in reality nothing is perfect and nothing is ever *finished*. There will always be that new idea, new enhancement or new mechanic to make a game *better*. But it does stink to feel blocked when designing a game.

Besides the great ideas from everyone else, and I do tend to jump between multiple game designs too! Once in awhile I will also take this blocked time, to take a step back and reassess the game as it is currently implemented.

I take the direction of not being blocked, but being in an game assessment phase. I try to playtest the game more, I look at *how good* the current game is working, I try to reassess what mechanics are working and what mechanics are not working. I also reassess theme (if there is one) to make sure it fits well. And as I reassess, I often I get that needed spark to figure out a solutions to my other issue(s).

By doing this, I minimize the amount of change from one interation of the game to the next. As game designers it is very easy to add too much to a game when we think it is broken or feel that something is missing. I feel it is important to keep focus on why you are trying to change the game, there have been multiple times that I have started down the wrong path and had to undo the *fixes* that I thought were great ideas because I did not take enough time to assess or understand the real problem.

Infernal
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Joined: 12/31/1969
Gamer Purgatory

I have, just my self, had a bout of this. The way I find that helps me escape Gameers pergetory is to perform soem mindles activity (house work is a good one) and deliberately force any thoughts about games into the back of my mind (so I'm not conciously thinking about them). Alos play some games (even bad ones as they can inspire me to try and fix them).

Antother technique is the complete break. All you have to do is find some activity (or place) that is slightly out of your comfort zone (not completely out of your comfort zone though) and go and do it. I find that doing this and geting new experences can heal break me out of gamer's block.

Johan
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Joined: 10/05/2008
Gamer Purgatory

I have the same approach as fastlearner to game design and working with several of games in parallel. I find it reveling to know that if a game does not work, I can drop the game, reuse the ideas in other games. Have done that several times.
The real downside to this is that you are constantly frustrated that you have not done enough on each game, since you split your time between several tasks.

If I can't focus on game design, I drop it completely for as long as it takes to get back . The longest break that I had was for 4 month.

// Johan

IngredientX
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Joined: 07/26/2008
Gamer Purgatory

Between my day job and the con I volunteer at, I don't have lots of free time. So I have problems actively working on more than a few games at a time.

Right now I have...

- Two games going out to blind testers.
- One game still banging around my gaming groups.
- One game in late solo testing.
- One game in early solo testing.
- Three ideas that I'll probably get started on after Hippodice.
- Four games in mothballs that I may or may not ever return to.

It might seem like a lot, but it really isn't. I wish it was more. :)

Boisegamer2001
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Joined: 12/31/1969
Gamer Purgatory

Well, that beats my technique of trying to squeeze all of my concepts into one massive game, (it’s finally looking like a complex mess) I most likely need to boil the game back down to its simplest element and rebuild from there (I will keep what I have now in notes, I will never throw away an idea no matter how "bad" it is, it may insipire a new revision or I may come back to it with a fresh outlook.)

Lots to think about,

BG2001

larienna
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Joined: 07/28/2008
Gamer Purgatory

I am also like FastLearner. I start many project or write many idea but never finish them. But on the other hand, I cannot just focus on one game or project.

Taking occasional break is essential to make sure the game will benefit from your full creativity. I also take advantages of mood or mind set. For example, if I see a sci-fi movie, I might be more stimulated to work on a space game.

The only thing that bugs me, is that the projects never reach the end. It get somewhat on my nerves and it looks like I am going nowhere. But one day I realised that the fun is not in finishing a project, but in working on a project. So if I work on a game because I must do it, I won't have fun doing it. The only fun I get when finishing a game would be to share/show my work to others people and maybe get some fame. But even if I don't finish any of my games, at least I had fun working on them.

Boisegamer2001
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Joined: 12/31/1969
Gamer Purgatory

Thank you all,

The clouds have lifted, I have a brand new mechanic to test, and have felt the need to clean up the clutter in the rules.
I just needed to take a break, and let my brain work on "back burner" if you will.

I'll keep you posted,
BG2001

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