I just want to share a few things which have been helping me a lot recently to get some actual game development accomplished. Sorry if this is a little long or wordy.
I’ve read stories and seen evidence of people from all walks of life, all levels of experience, all backgrounds, completing their games and getting them out there. It seems to have very little to do with skill level, or education, or previous experience, or money, or tools available. There are really really bad games getting finished by total beginners. There are also really really good games getting finished by total beginners. There are games getting finished by men and women of all ages and skill levels and backgrounds. Then there’s me, fairly skilled, fairly experienced, creative, capable, not finishing any games.
There is some other factor besides the skills and know-how, or even the planning and management, that results in getting a game made. It’s whether or not you are prepared to take a lot of ACTION.
I’m one of these people who has a lot of ideas and can get lost in idea-land easily, expand a project indefinitely, and not take actual action steps to make an end product. What I wasn’t doing that all these other people were doing? I wasn’t taking enough action. Making a game and finishing a game requires MASSIVE ACTION. I would instead get into various victim thoughts, self worth issues, judgement, comparison to other games, people-pleasing, excuses, reasons to do it, reasons not to, avoidance, procrastination, disillusionment, guilt, ‘research’, distracting other projects etc. All of this stuff really has nothing to do with the game getting developed, it’s all issues where I am getting in the way myself. I am the hidden problem that is stopping me from finishing. The remedy to get out of my head and to make actual progress has been simple… take really massive amounts of action!
This action is the only thing that makes real progress. It’s the only thing that actually STOPS all of those self-defeating, fence-sitting thoughts, and does something about it. It takes you from being a powerless victim, to being empowered and confident. It cancels fears out because taking action actually makes real progress, and then all the foundations for these ‘worries’ and ‘blocks’ is wiped out. I can’t really be concerned about what people would think of my game if I’m putting in so much action that I’m actually feeling a confident disregard for their opinions. I can’t really be spinning my wheels worrying about whether the game will be liked, or will even end up any good, if I am taking action to make sure it will be good. I can’t be feeling all insecure and uncertain if I’m taking ACTION to answer all of those concerns in steps that lead to even more action. So that’s my first lesson - take a lot of action, and then more action, and don’t stop taking really big huge amounts of action until it’s done. Get off the stuck-in-fear bandwagon and take real action, right now.
The other thing that really helped me, is I received a vision. In this vision I was shown a way to look at game development which was quite different than what I had before. Previously I saw it as a big uphill struggle with a tonne of loose ends and uncertainties. I had no real plan, no design document, nothing planned out properly. This gave rise to a lot of questions and doubts and fears. All those uncertainties have to be resolved and pinned down with actual ACTIONS, ie making actual decisions and sticking to them and then moving on.
In the vision, what I was shown was a kind of corridor. It was straight. This was in comparison to the previous path of development which was convoluted and littered with obstacles and fears and problems. The corridoor led from the start of development to the end of development and beyond. There were no obstacles in the corridor. There was no attachment to the game in the corridor. It was like I was not lost inside the game or caught up in it. I had a detachment. Along the sides of the corridor were all the actual action steps needed to make the game, all the phases of development, all of the roles I would need to fulfill in order to make the game, and the very clear awareness that the game is completely FINITE. Everything about it is clearly defined and limited. All decisions are made. And when all of the finite steps are done, it is complete.
Everything is perfectly planned. All steps are simply taken. There is no uncertainty, no confusion, no fear, no doubt. And most importantly perhaps of all… the finiteness of this one game had an END to its development. It could only have an END by being FINITE. I saw myself moving on afterwards, having actually FINISHED developing, without attachment.
What this revealed to me was that I simply need to look at game development as a set of steps to be taken, completely finite and limited, like just a bunch of tasks to perform, and to take action steps to perform those tasks, and LET GO, and then move on when it’s all done. Being too attached to each step or dwelling on it or not moving past it was the problem. And it only remained a problem so long as I did not take ACTION to resolve all questions and the lack of decision. Yes, that means I cannot just indefinitely keep imagining more possibilities or adding-on extra outcomes. A finite, limited, confined, closed, locked-in, clearly laid out set of work steps, completed simply and methodically, leading to a result, and then letting it go. Do this step, do that step, done.
This gave me a whole different view of the process of development. I see now that as a solo indie developer I have to wear ALL the hats of development… game designer, audio/musician, artist, level designer/builder, menu/gui maker, documentation maker, marketer, sales person, community builder, logic programmer, everything. I have to be willing to do all of these things, and if it means I spend 2 weeks doing game design and then am DONE with game design, and move on to 2 weeks of programming, and then am DONE with programming, and then 2 weeks of art creation, and then am DONE being the artist, then that’s what it takes to get the game finished. I put on a hat, I do the tasks that are clearly defined without attachment, and I move on. The moving on part is really important. Letting it go. Somehow this way of looking at it - and maybe this is what all you pro’s and finishers have been doing all along - has given me a) a full awareness of everything that is going to be needed to finish a full game, and b) a clear vision of how to plan everything out and make decisions that complete steps, and c) a willingness to take a lot of ACTION to actually move forward, forward, forward, forward and get this thing made. If there are decisions not made, that’s what leaves the game plan open-ended, and then it cannot be finished. You have to close every open door and then do all of the tasks required, by taking a lot of action.
I just spent the last week-ish working on a game design document. I did not have one before, and was riddled with uncertainty and procrastination. Taking action. Making decisions. It feels a bit weird to make creative decisions and to then be done, and to have to stop making creative decisions, but at least I know the scope of the game has a limit and CAN BE COMPLETED. Being willing to decide a creative decision and to then accept it and move on… not lingering in la-la land dreaming up more things to decide about… deciding, then letting it go, and moving onto the next action step. I can’t be a game designer all the time, or a programmer all the time, or an artist all the time. It’s a journey through different territories. Doubts and fears? Decisions haven’t been made. Time to take action and close off those loopholes. And now I can see the GOAL more clearly - there really is no goal… you move through the action steps and keep on moving. It’s working for me
And when the plan is fulfilled, and all the steps are acted on, and all remaining doubts are ceased with decisions being made, and the finite game is finished, then it’s time to keep moving on. Moving on happens when you take action. This is I think the biggest lesson for me… the willingness to LET GO of what I’m creating and let it be done with.
It’s paradoxical, but letting go of the project is the only real way to actually make it!
Now I’m off to take more action!