I am currently reading a book about game design (in general, so it includes video games) and one of the comments that surprised me but I that I somewhat agreed with was:
“Your first ten games will suck — so get them out of the way fast. ”
My first reaction was, "I don't want to make crappy games". My second was "I have some good ideas and I don't want to waste them because they are my 10 first games".
So my questions are are:
1. Do you believe that effectively, you 10 first games will suck?
2. Does these 10 games need to be published/released to be in the count?
3. How can we get them out of the way really fast?
Here are some solutions so far that could help get rid of the first 10 "bad games"
A. Make small games first: I generally try to my few good quality games, rather that lots of cheap games. Still there is a few of my games that cannot expand that much and must rely on at most 1 or 2 mechanics. If I develop these games first, and they end up being bad, it's not too much a waste of energy.
B. Design variants: Making variants for other games, which is something I currently do a lot, could be an idea to make errors on these design rather than in my games. It is also an opportunity to test mechanics that could be reused in other games. Still, it depends on the amount of changes the variant introduce. Changing a few rules, or almost changing completely the game is not the same.
C. Design free games: Make your first games for free. It might attract more people to play your game and give more feedback.
I am currently reading "The art of game design: A book of lenses". Yes, I cited directly the text which appear in quotes in the original text. So it might have been said by somebody else. Right now I think it's a good book that covers a lot of territory and that also talks about creativity/brainstorming. I Read up 80 pages up to now, and I have not entered yet in the technical aspect of design.
I am currently doing this a lot. I feels like none of my games are advancing but still forcing your game to advance, unless you are near the end, is not good either. So I generally put games aside a lot of times and most of the time I get good results because good ideas can come in afterward.
The only problem with this is that I have a bad memory and that even if I write everything down and try to get an up to date rulebook, I could end up losing some ideas I had before closing the design.
I don't like to work under pressure, but it's true that if you set a dead line to a task, you are more likely to finish it.
[quote]I've heard it said that to be really good at anything, you need to spend about 10,000 hours doing it. [/quote
Wow!, That much!. Ok, I'll start counting: It' has been 4 years at 52 weeks spending ...
Thank for the comments anyway.