Game design is based on the belief that we have the knowledge to give the
player what they want. Designing a game is an act of faith.
Game concepts, whether in our brain or in a 40-page schematic, are our
sacred cows.
We have to learn to kill them.
This ruthless action, not budget constraints or team size, may be the
primary barrier between indie game development and "professional" game
development.
There is a difference between aborting an idea, which I think is a positive
action, and giving up on an idea, which is more passive. Aborting an idea
means that, for whatever reason, it won't work. The amount of time needed to
work on the project isn't available. The skills or tools necessary to make
the game happen aren't there. The idea is too close to an existing title.
Giving up on an idea, in my definition, means that the harsh reality of the
game idea has set in. Like most designers, including myself, have
experienced, the person becomes in love with the idea or the concept itself,
not the final product. However, a talking seahorse trying to find his way
home (Don't laugh, this was my concept) just doesn't look as appealing
onscreen in 8-bit color.
The idea is marvelous, but is it a game?
The common thread between the major game designers I have interviewed, from
Shigeru Miyamoto to Eugene Jarvis, has been that each has had the courage to
acknowledge early in the game development process when a game wouldn't work.
As a result (probably not by coincidence) they have been making games
longer than I've been alive. Like a bad love affair, cutting the strings
early can save you months, if not years, of frustration and burnout.
However, we all have an ego. As one writer noted, you would have to be
arrogant to think that you, by yourself, could create a whole universe that
was fun, addictive and marketable. We want our idea to work. We don't want
to be wrong.
And, as a result, we continue our quest for the Holy Grail that doesn't
exist. We stop sleeping and showering (I already addressed that in the last
column). We become obsessed with the concept. We push harder and harder
until we break.
In reality, we are afraid to stop because we will see the idea for what it
really may be: a lofty pipe dream. If the idea is that good, it will still
be there when we stop and turn the lights on.
--
Written by Damon Brown.