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MSGhero
Free time is nice time.

Nick @MSGhero

Age 30, Male

Somewhere in the North

Joined on 12/15/10

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Too Many Game Ideas

Posted by MSGhero - July 5th, 2013


My friend asked me exactly how many games I'm working on. Five. Five games that I've touched in the past month. I just realized how many that is and how far away from completion most of them are.

There's a point in making a game where all you have is an idea. There are probably several game ideas floating around in your head right now, some well-developed, some just a concept. The ideas don't really mean much until you make a prototype of the game, and that's where the fun lies. "How do I turn this idea into something playable?" "How do I make it fun for me to play?" "How can I do this thing that I've never done or seen before?" This part is interesting to me.

Adding menus and interfaces is not interesting to me. At all. There's isn't anything to learn from replacing programmer art with nicer sprites. I think the reason I have so many games in the works is that I really just don't want to spend time adding the art, so I don't give deadlines to artists. Also, I'd feel like a dick if I told some person on the internet that I only know via pms or skype to do something by a certain time, "or else." The only way I could follow up that ultimatum is to kick them from the project, and that just hurts my progress even more. Plus they're all nice people. So I give them a "whenever you want" attitude and move on to the next interesting game idea that pops into my head.

But with five projects I don't think I should really add any more. I want to, but then when I do get art, more projects will get delayed and more ideas will come up in the meantime. Writing down ideas for the future is counterproductive since that constantly reminds me of the fun that I could be having instead of making another menu.

Having a completed game does feel nice, despite all the crap that goes wrong behind the scenes. But I wish I could upload a prototype and have people rate the inventiveness of the concept or the execution rather than how good the artist is and how buggy the game isn't. Getting feedback from the forum is nice, but that's usually 3-5 people commenting rather than hundreds that could say something useful but never visit the reg lounge.

Most people probably don't want to play a game that doesn't even have a win/loss condition, but I think it's fun. The game itself may or may not be fun, but seeing a new game concept and trying to piece together the code behind it is fun for me.

And that is my excuse for being lazy.


Comments

'ello... 'friend' :D

Regardless of my laziness, I still expect art from you in a timely manner.

Fascinating. I have a lot of concepts too, but I'm just starting to learn code :(

weird. doing menus and interfaces is my favorite part of making games..

You're weird

I'd recommend to sit down, sprout roots into the chair & write out every idea AND logically deduce which game would be the best one from all perspectives. If you can't decide, think again. Then go with 1 project and be very strict about it.

I need to get out of my chair more...

although i am an artist, i usually only have 1 project in the works and focus all my energies and time i have on that. rather than spreading thin and hoping to keep up.
with programming i guess you could have lots of prototypes that you're tinkering away at, like i would with illustrations or pieces of art that wouldn't necessarily be programmed or expanded but just a little story or something thats been on my mind.

I kinda have a workflow going now; it helps that one artist is on vacation. But yeah, it's mostly tinkering on a day-to-day basis and then adding a new feature or something every few days.