The mindset you use to play games isn't going to help you make games

You play a lot of games, and you have a lot of great idea’s on how to make even better games. The simple truth is, all the developers these days are boneheads, so you figure if you want a job done right you’ll just have to do it yourself.

So you get started with whatever free programs you get your hands on, you watch a few “Make games fast” tutorials and because you’re a quick learner (you beat Dark Souls at soul level one on your second go), you figure you might as well dive in and start making your game.

You hit a road block. You cuss and yell and eventually after some searching and complaining on online forums you find a solution – but FFS just as soon as you implement it you have a host of new problems. And what’s more, you know that you’re no artist, and half an hour combing through the asset store has revealed that there simply isn’t a beautiful and cheap host of assets practically tailor-made to your needs.

What gives! Video games are just a silly pastime, they shouldn’t be this hard to make. I mean, it’s not even that hard, you’ve got it all figured out in your head. If only people would get of their asses and give you the few teensy little things you needed, you could definitely make the next blockbuster game – you just know it!

In case you haven’t figured it out, that’s sarcasm. The point is, playing video games is an instant gratification, zero patience, pat yourself on the back kind of a thing. Yes, even if you’re a “hardcore” gamer. But making them is a different story. There are shortcuts, but these are shortcuts that will shave weeks off of a year(s) long commitment.

Game making is a slow, laborious, tedious, and often frustrating experience. The systems used to build games are complicated and take months and years to learn how to use well. Whether you are a programmer or an artist, you’ll have to do math. You’ll have to do things you don’t want to do. You have to be meticulous and have the patience of a saint. You have to hunt down problems like a dog chasing a squirrel. You have to have an end goal in mind for specific projects, but you’ll need to adopt a long term mindset about your skill development in general.

Having that long term mindset is difficult, probably because of biological reasons, if you’re less than the age of around 30. Some people mature faster than others. My advice if you are a teenager or thereabout and want to make games – forget making a game right now. Keep playing games, but don’t spend too much time doing that. Instead, start learning how games are made. Try out coding, try out some 3d design, see what part interest you. Focus on developing mastery in what you enjoy. Don’t say, “Well I just want to be the developer”. Nobody is going to pay you for your idea’s until you’ve produced a masterpiece. Then you have to learn to be a manager – a whole other ball game. So ,before you can be king, you have to be a soldier. You have to do the work.

Now, unless you were born into great wealth and can just pay other people to do what you want, all of this means you are going to have to adopt a new mantra. Tell yourself this – repeat it whenever you seem hopelessly stuck : “No matter what, I’m going to finish what I’ve started. It doesn’t matter how long or how difficult, I’m going find solutions to every problem.”

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I find a couple of things questionable about this, but overall excellent point. Playing games isn’t going to help you make games.

Now, I WOULD make a caveat: playing games can help you design games. This is of course if you’re approaching it correctly, and analyzing it rather than just playing for enjoyment. And being able to design games allows one to make better games.

I wouldn’t be half the writer I am today if I hadn’t spent countless hours reading everything from science fiction to thrillers to good ole classics to YA books. But at the same time all of that did nothing to actually put the words on the paper. Similar concept I suppose.

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Good thinking. From my point of view, i can agree with “later then 30” part. Since i got my **** together only after i passed my 30… But, some people do get there earlier mentally. I even worked with some young developers, less then 30 years old who are very dedicated and serious about their work. So that is not general rule in all cases.

Agreed with all. I wouldn’t expect a non-gamer to have anything to do with making games. But, perhaps with writing, the mindset you have when reading might not be that radically different from the one you need when writing. I mean, you can play semantics with these things, but the main idea I’m getting at is that, if you really, really want to make a game but the only thing you know about games is playing them – and you have the typical short-attention span of pretty much any first world person alive today – it’s going to require some mental and emotional adaptation.

But where do I get this idea from? Well, from myself of course. I learned how to push myself great lengths physically in the army, but I never learned how to doggedly persist in more technical, mentally challenging aspects. Additionally, in the army I had to adopt a “It has be finished right now and nothing is happening until it is!” type of mindset. Extreme impatience coupled with complete disregard for your physical state.

What I’ve learned within just a few months of working on game development (mainly just focusing on 3d modeling), is that this kind of attitude isn’t useful and is actually counter-productive. It’s kind of embarrassing to admit, but I always had trouble “adulting”. That is, taking the long view of things and planning not to the next meal but for the coming decades. Funnily enough, it was not being married or going to college or anything else that I do that finally flipped that mental switch, but finding a passion in game development.

I see a lot of post where the author seems young, very enthusiastic, but still has a mindset of “I want my game finished tomorrow!” and “I’ve hit a obstacle. If somebody doesn’t throw a solution at me, I’m just going to quit game development.” So this thread is my public service announcement to those people.

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Who is that “you” your post is addressed to?

Yeah, me too. Well, I’m not quite 30, but close.

I am very jealous of those types of people who get serious about a career while they are still in school. On the one hand, living a simple, meal to meal animal like existence has its merits, but now that I want to create fantastic things I regret not getting started sooner.

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Just a figure of speech. If the shoe fits, wear type of thing.

hahaha i remember those days <3

Working on games has also had huge effects on me. It’s the first thing that:

  • Truly humbled me
  • Made me learn what my limitations were
  • Accept those limitations

Trying to take on a mid sized game solo is really tough. Especially when you really didn’t know wtf you were doing for 2/3 of the process.

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First of all, great thread. And yes playing games is not going to help you make games. “But”, but sometimes you have to play games to figure out how they did certain mechanic. Not always you find this things on a forum or a webpage or any where public. Because the developer want to hide there solution. I figured out allot of mechanics this way.

Just an example, buff/skill effects in world of warcraft does not always use projection, they use a raycast or a collision indice to trigger ground distance, and then just overlay a simple alpha texture. It looks buggy from my dev point of view, but performance wise its pretty smart. Some other games simulate shooting by partial without the actual bullet hits the target (simulation), the physic hit could just be a raycast and not really a bullet. Things like this. This type of stuff is not really documented, and game developers use allot of different approaches. But even a hardcore gamer wouldent even guess whats really going on behind the scene.