Skip to Content
 

Game Design = Just do it

IMG_0060.JPG
IMG_0061.JPG
IMG_0062.JPG

There are only so many posts and questions you can ask before you need to make the leap. Don't let fear or constant references to forums block this opportunity.....you only have limited chances.

Don't wait for someone...anyone to say "You've made the perfect game. Release it tomorrow"

Believe it. Make it...and ride the wave afterwards.

**Disclaimer - I've had a few beers. But in any case...this is how I approach any new game design :)**

Comments

Disagree

This is obviously a response to my blog post.

Do it, yes. I agree on that. But I highly disagree with "Believe it. Make it...and ride the wave afterwards."

Even the experienced surfer waits for the right opportunity based on wisdom learned from other people and riding smaller waves.

Oh yes....I should follow up

Oh yes....I should follow up on this after my flippant remarks.

Riding small waves is how you get your balance and skills. You will fall off but you'll be more ready for the next wave....

If we can do away with the 'Point Break' analogies....my point is this...

After you've done your research, read the blogs and books, all of the things radioactivemouse has spoken of from experience and knowledge....there needs to be a time of trial.

Making a game is the learning process you need to know about making a game.

But there has to be more than pitching ideas, I agree. No one has the ultimate super cool new mechanic or system. If they did, there'd only be 1 game on the shelves.

We all need to fail or work through difficulties. I do it with every new game I make & release. Within that however, I know each new game has that little bit of extra 'stuff' that has come from all those before it!

So certainly don't blindly plonk your life savings down on another worker placement game you've thought up while taking a bath, but do explore the next steps after just talking about it and see how you can make, change, mend or tweak that idea into a game for market.

Then go for a surf!

HPS74 wrote:Oh yes....I

HPS74 wrote:
Oh yes....I should follow up on this after my flippant remarks.

Riding small waves is how you get your balance and skills. You will fall off but you'll be more ready for the next wave....

If we can do away with the 'Point Break' analogies....my point is this...

After you've done your research, read the blogs and books, all of the things radioactivemouse has spoken of from experience and knowledge....there needs to be a time of trial.

Making a game is the learning process you need to know about making a game.

But there has to be more than pitching ideas, I agree. No one has the ultimate super cool new mechanic or system. If they did, there'd only be 1 game on the shelves.

We all need to fail or work through difficulties. I do it with every new game I make & release. Within that however, I know each new game has that little bit of extra 'stuff' that has come from all those before it!

So certainly don't blindly plonk your life savings down on another worker placement game you've thought up while taking a bath, but do explore the next steps after just talking about it and see how you can make, change, mend or tweak that idea into a game for market.

Then go for a surf!

DarkDream makes a good point in my blog. The more you do it, the better you get. I think we all know it's a difficult hike getting an idea from concept to completion and even in my final stages of releasing my first game I'm seeing a lot of barriers I have to cross.

I did note you had a few beers. To be fair, I was super tired when I read and responded so if it sounded like I was a bit harsh, I apologize.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content


blog | by Dr. Radut