Combating the open-endedness of creativity

Ok so yesterday I found myself wondering why it is I am able to finish less creative projects and not the creative ones. For example if I were tasked with making a system that generates a video with automated animation, I could do that and finish it. If it were some kind of tool to read in a spreadsheet and use the data to generate some charts or something, I could do that. If it were even a matter of creating an application like maybe some image processing app or something, I could do that. But when it comes to games… weeeeeeeeeeeeeeeeeee open-ended, vague, why-am-I-doing-this, lost and confused, unclear and unfocused.

As I thought about this I noticed that making apps is easier because I pretty much know what the end result needs to be, it’s a very logical process of getting there, it’s structured, it has finite limits, the goal is completely clear and I know what the audience wants. It’s kind of like, the end result is so completely well defined that this automatically acts as a barometer to measure whether certain ‘development stuff’ is going to achieve that result or not. I would not be adding code to paint colorful rainbows if my goal is to output a video containing scrolling text only. The intended, known, concrete, clearly-defined goal acts as a focal point and keeps things on track. Achieving that clear goal is then a simple process of putting the appropriate parts in place in the appropriate arrangement. Similarly, an app typically addresses a need through some kind of process and produces an output. The output is usually the production of some kind of result within the computer.

But when it comes to a game, it’s different, because the final stage of the process is not inside the computer, it’s inside a human being. The goal of the game also isn’t to simply generate some kind of result, it’s to ignite some kind of result within a human being. There is a sort of bridge between where the computer result leaves off and the human being takes that and digests it, translating it into their experience. That communication link is vitally important to accurately transferring the computer result to the human user. If it does not ‘speak their language’, they will just be confused and upset. So the last stage of development is out of my hands, as least in that I can only hope to present information as clearly and relevantly as possible for a particular user, and indeed, not knowing what that last stage exactly should look like up-front makes the whole process vague right from the start. Making a game for 54-year old Hilda from the Netherlands who likes cats and ponies is a totally different set of aims than a game for 24-year old rocker who likes intense action and fighting.

So obviously this implies we need to have a really good understanding of who the audience is, what they want, why they want it, and how this ‘game’ is going to provide that. Is it a matter of problem solving? Well, is entertaining someone a problem-solving task? What is their problem, not enough happiness? Do we need to be a kind of ‘life coach’ in order to be effective at creating a game that improves someone’s experience? And why do we always resort to this really vague goal of ‘entertaining’ or ‘making it fun’? That’s so incredibly wide and open-ended and has absolutely no discernment about who this is for or what makes them tick or how they react or what their interests are or why we’re even doing this in the first place.

So I think this is where I fall down. I am unclear on the purpose, the GOAL, and what the final result is for. What am I trying to achieve. How am I going to achieve it. And because a human being is involved in the overall process, as the final step, I don’t get to control and manipulate them the way I can do with program logic… and that is precisely where people keep saying oh game success is just luck or who knows what people will like. Why are we so incredibly dumb and blind to what people want? Why do we not understand people? Why aren’t people part of the equation of game development? Why aren’t the people’s goals the entire purpose of making the game at all?

In a similar way to how making an app can solve a concrete problems, maybe the way to succeed with game developing (the process itself), is to narrow down and clearly define as precisely as possible who this game is for, what they want, why they want it, and what exactly is the intended result. Instead of being so open as to allow ‘just about everything’ to become a possibility, with all these possible paths that lead to … somewhere, as a kind of goal-less mishmash of potential creation. If some specific person were to come to me and say “I want you to make me this particular game which looks like this and behaves like that and does this and then I will be happy”. … that’s concrete, and it’s achievable. But if it’s just “Hey, I’m a huge audience, make a great game that’s fun and we’ll all celebrate”… that’s bullshit.

So how to move forward with this… gotta get really clear about who the game is for and be sensitive to knowing what they want and giving them what they want, for a known reason that can actually be achieved. Goal-setting? That’ll work if you know what the heck the goal is. I think this entails two things, 1) understanding who this is for and what they want, and 2) narrowing down to a niche with known needs and desires and interests so that you have guidelines about what is appropriate to create and what should be left out. Maybe then development is more of a justified and reasoned process rather than a shot in the dark.

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Maybe you’re thinking too hard. There’s a concept which goes by a lot of different names. I’ll call it “Constrained Design”. Simply stated, it means that humans are more creative when working within constraints. The constraints eliminates the pure, ‘WWWEEeeeeeEEEEEE’ feeling because most of those extra letters won’t fit within the constraints. Some constraints might include budget, time, or processing resources. Total freedom is not all it’s cracked up to be.

You’ve been asking these same questions for years! I love your discussions. And, it’s also possible you might be thinking too hard. Instead of asking, “What does it all mean?!”, consider picking a game idea, building it, and moving on.

Life is a journey. Enjoy it.
Gigi

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:slight_smile: Yes the constrained design… describes it well. Without those constrains it is just too big and vague. I thought maybe something was wrong with me that I needed to have some structure, but instead it seems that structure is really essential of a game is going to have a chance of being completed. This also boils down to being comfortable with creating something limited, rather than the glorious fantasy of creating something vast and incredible.

Yes I know I think a lot, I don’t believe it’s a bad thing. I want to know why I’m doing what I’m doing and not just do what everyone else does on autopilot. I believe this can be an advantage in a competitive market. It does sound simple - pick an idea, build it, move on… but that hasn’t worked for me. It sounds very practical and actionable but it’s not really how I operate, so I need other guidelines. I need to understand this vague process. I’m also trying to come up with a sort of set of rules for success that I can use on other projects too.

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@Gigiwoo nailed it I think. Everything you are doing needs to have some constraints in place. You need boundaries established at the start and then you channel your creativity within those boundaries.

The problem with wide open creativity is without any constraints in place you’ll be “all over the place”. With no clear boundaries including end goal for what you are making how can you know when you are done? I don’t think you can.

For the games I actually complete one thing they all have in common is I set constraints from the very beginning. The end goal is generally a sort of fairly polished MVP. The constraints make it much easier to know where to focus your energy and time.

Many times I use dev time as a constraint. Literally just setting a certain budget of hours and that is all I have to complete the project. Other times I use other factors such as only x different types of objects, limited palette with limited colors on-screen (current game uses the NES palette and onscreen color limitations of no more than 25 out of that ~52 color palette make the best Halloweeny feeling game I can… and do it all within 2 weeks start to finish) and so forth.

Creativity works best when you force it to flow through a narrow path like a river. It brings great focus and there is lot of power in that.

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The part of me that doesn’t mind plugging for @Gigiwoo calls this the “Paradox of Choice” thing in action. When every action in a multitude is valid, none are.

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Particularly in the creative areas is where I see things being open-ended, like ok I know I need some enemy sprites, but… .what? what are they going to look like? how will they move? but that’s still so vague and open that I can’t work with it. Without knowing who its for and what they like etc how can I know what to choose? It seems like so many people are in more of a ‘I added it because I thought it was cool’ kind of mindset with absolutely no awareness of the end-user’s desires at all. I don’t see how that can work. With that mindset I would be there for weeks with no result.

So as a follow-up question of sorts… obviously you don’t want to completely throttle creativity and artistry. You likely don’t want to boil it down to ‘game must have a pink pony because that’s what the customer likes’ because that sort of removes all the creativity, right? So how do you draw a line where you allow some creative freedom but while still keeping it under control?

I’m seeing more and more the importance of a game-design doc as well because obviously you need to at some point get things to be concrete and defined and limited, decisions made and committed to, otherwise it’s just going to balloon hopelessly.

An App is a “tool to handle a task”, but games… You can say lot of things about what people want, niches and whatnot. For me a game has to be one thing, “a compelling task”.

So don’t think in goals, think if the task itself is worthwhile. But i would advice you not to take advice from someone who never released an actual finished game… but hey, i played a hell lot of them

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There was an article recently on Gamasutra or something about how a particular game studio deals with that issue. They were tasked with creating some sort of horse-themed game targeted to young girls. The developers initially came up with game-y ideas on how to add RPG elements and skill trees and such, but realized they were going off track.

They hung a photo of a specific 8-year old girl and the project lead or someone instructed them to make the game for her. If something in the game design wouldn’t make her happy, it didn’t belong. So their advice was to make a game for one specific person. You can’t make everyone happy, but chances are that if one player absolutely loves your game, others with similar tastes will too. Obviously game design is a very fuzzy thing and ultimately requires a ton of focus testing, but that’s at least a way to maintain a bit of focus.

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I think you’re right… most games are not just a final result but a platform on which to go through a guided process - a result over time.

Yah that was the guy from hipster whale re crossy road… I read that… was inspired by the make a game for one specific person approach. At least then you are reigned in much more and have something real to bounce ideas against, versus trying to make a game for some vague maybe audience.

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Good discussion! In another recent thread, I mentioned Kotaku’s interview with Matt Hall. (I see @Steve-Tack just mentioned it while I was typing this.) When he’s designing a game, he targets it at one specific person – Toru Iwatani for Pac-Man 256, a girl “Amanda” who loves ponies for Pony Friends, etc. I think that’s a good design constraint. He cites the pony game as an example. The adult male designers started talking about deep skill trees and complex game mechanics, when “Amanda” just wants to play with ponies.

This falls in line with Jesse Schell’s Lens #1 in Art of Game Design: essential experience. In this context, constrain the design to do nothing but serve that essential experience for that one person.

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Agreed. Though even within productivity apps, you have the concept of a “user experience”, so even in that world, there’s more to it than just functionality. The human element is always there.

But with apps you can create a user-friendly experience with good usability, clarity, easy of use, etc… as a kind of flavor of implementing the specific functionality… more to do with how things are presented and how they operate and how you use them… but that’s also kind of far removed from a game where e.g. there may be just a controller and the game screen, with no menus or things like that to operate (although you interact with other objects etc). You can make it user-friendly, but enjoying it as a game has a lot more to it than just that. How do you make an app exciting? How do you make an app memorable and something people want to share about? How do you make an app engaging or immersive or ‘fun’?

My best advice for you is to just choose a small game. I mean a very small game such as Kaboom, space invaders, missile command a one-screen playfield tank battle game etc and then create it. The overall scale and staying close to the original game designs are your constraints. Focus your creativity in those narrow channels and see what you come up with. Not designing it all out just designing the basic concept of the game and how you can make it unique.

There are tons of things to do. So many people have made a Space Invaders clone. I am not talking about simply straightforward cloning it. How can you stay true to the general concept and game design yet make it unique? I have never seen a SI game with a wizard at the bottom shooting fireballs/lightning bolts at an army of demons (perhaps all in top down view). Or a dude with a rifle shooting at a bunch of bats for Halloween. There are a ton of things that can be done to clone a game and yet make it very much your own unique creation.

So I suggest starting here. Clone a very small game and make it very much your game. I think the answers to many of your questions are waiting there.

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Hmm, I don’t know if they are as different as you say. Sure, the ultimate goal of “getting something done” versus “having fun” is very different, but a productivity app can be enjoyable with the right feel and user interface and even color scheme. The user experience of a game can involve the right “feel” of a gun’s kick or the ease of navigating its UI in many of the same ways an app’s responsiveness and the intuitiveness of its UI contribute to the overall experience.

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Well see I’m not a beginner and I have more creativity than wanting to clone anything. I am capable of thinking outside the box and coming up with something highly original. But my issue is being able to wrangle that creativity and actually execute on it and produce a finished product. Cloning for me would be too boring. I do however hear you on the project scale thing… being creative tends to inflate the scope really quickly, which is one of the issues. So like, when you say to me, clone a simple game like space invaders but put your own thing on it… I’m off in the ‘weeeeeeeeeeeeeeeeee’ could do this, could do that, could be sitting here a year later still conceptualizing and adding stuff.

I think part of it is that I’m a sensitive, detail-oriented person who needs guidelines at a much more fine-grained level otherwise, relative to how I function, it’s too open-ended. I probably need more planning, not less.

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So when you want to relax and have fun and play and be entertained, you fire up a copy of some app software? :smiley:

I get what you’re saying. The value in the exercise I described comes from the process. Mainly just “doing it” will give you a lot of great take-aways. I am not a beginner to game dev either and yet doing the same exercise would be quite challenging and exciting with the right constraints in place. That may be “make Space Invaders” and yet nobody should be able to easily tell it is actually space invaders. That would be a very empowering constraint.

If the biggest problem you are wrestling with is nailing things down then I’d suggest using time constraints. I have the same struggle to a degree. Setting a firm time constraint forces you to act.

If you are very much against cloning a small game then maybe try setting an amount of time for designing your game. Say 1 hour. That is all you have to think about your game. And say you have only 2 weeks to build the entire game. You obviously cannot just sit around thinking and thinking about the game design because you only get 1 hour to do that. After that you are building and you only have 2 weeks to do that.

I realize these specific constraints might not work well for every person. They might not match your personality or whatever. The main thing I am talking about is to set constraints that you can work with. If thinking of ideas “forever” is the biggest issue you are facing then setting a firm limit on the amount of time you can do that should be a great way to begin.

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I think the real problem is why someone is making a game for cash and not for love. Even in AAA, a vast majority of the developers are doing it out of love.

If you don’t love games, then doing a game will end badly, simple as that.

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I managed to not make my point clear. I’m just saying that some of the touchy-feely design elements that make apps enjoyable to use would involve gathering user feedback and less “logical” design elements in similar ways as games.

I’d guess that most developers find the user experience aspect of an app challenging. Why? Because it isn’t just input/processing/output. It’s how a design is intuitive and yes, even fun to use.

Even just the weather app on the iPhone is pretty pleasing to use. There are huge animated thunderstorms, rain, snow, etc and it’s just rather pleasant to use. No, I’m not “entertained” in the same way as playing a game, but the app could have just been some bland numbers and it wouldn’t be as pleasing.

Or the Domino’s pizza website. When you order a pizza, you’ve got a little animated guy making your pizza and a progress bar, and you can even change it to a heavy metal theme. Let’s face it, a lot of programmers would go with “ESTIMATED TIME: 15 MINUTES” and be done with it.

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