If you’re not prototyping your games and playtesting them, you’re not designing games. You’re only thinking about designing games. That thinking tends to be wishful thinking. Imagining, if you will, that you have the design for a great game in your mind. So, you’re an imaginary game designer. That could mean a designer of imaginary games or it could mean someone who only imagines that they are a game designer. It makes no difference, the result is the same with the former as the latter: none of these great games are ever produced in reality.
Quick. Name three good game designers. What do they all have in common? Maybe they have a lot of knowledge about game mechanics, flow, presentation? But on a more fundamental level… what do they all have in common? Hmm? That’s right, they produce games.
I have been on the search for the Holy Grail of Game Development Wisdom for quite a while and it’s no secret that I haven’t found it. It’s no surprise why, either. It doesn’t exist. I have heard things said in a lot of different ways by a lot of different people, but I am convinced that the people who are successful don’t even know how to explain what it is they do that brings them their success, because it is so fundamental to their personality and the way that they see the world that they can’t possibly have any self-awareness of it.
Look at the two quotes I started this post with… think about what they are saying in a very casual way…
This is a point of instruction. If you program something, that doesn’t mean that it is going to be a part of your final game. You cannot be afraid to throw work out if it isn’t working. You cannot be a staunch defender of your work after coding up the first working version of your idea. It doesn’t make sense. It is actually counter productive. You aren’t learning anything this way. In fact, you’re hampering progress by insisting on keeping everything you write in the final game. The more you invest into this thing you are making, the more difficult it will be to scrap or steer in a new direction.
I spend a lot of time on here and on YouTube, reading threads, comments, articles… checking out people’s games and offering feedback… and I can say that I know you pretty well, aspiring game developer. You’re not likely to take any of this to heart because you know what’s best. At least, you think you do. But two years from now, when you haven’t figured it out and you’re thinking about giving up, hopefully you’ll remember stumbling upon this and you’ll go searching for it again. And if you do, then hopefully you’ll read it again.
Here’s a simple process that anyone can do:
- Build a basic version of your game’s core mechanics.
- Play it and Let other people play it.
- Learn what works and what doesn’t.
- Scrap it.
- Rebuild it, expanding what works and removing what doesn’t.
- Add more ideas.
- Return to step 2.
Repeat this process until your until your crappy prototype is fun. Then, and only then, should you invest any serious amount of resources into your idea.
That’s it. No cherry on top. This is the only thing that really works. You have been warned.