One of my friends pointed out an interesting quirk that people sometimes
have. He said that he feels more comfortable when he is in a group where he
is different - or the outsider - than he is when he is in a group among his
so-called peers. "It feels weird," he said, "because I feel like I should
have a bond with these people who are suppose to be my peers, but I usually
don't." In the end, he said he ends up feeling emptier than he would among a
non-peer group.
I have run into this stumbling block, both in life and within my game
development. Most recently I tripped (and subsequently fell) on this block
with my latest gaming project, Ladybug. The desire to do something different
- and magnificent, if you will - propelled me into a year of research and
ideas and concepts. My vision for the game had evolved and changed over that
time.
However, now a year later, I have yet to write one line of code. My notepads
are filled with specific area details, but there is still no world map. The
many plot ideas are yet to be synthesized into one, homogeneous whole. In
other words, the game is still in my head.
I've written in some of my other columns about letting a game idea
"marinate": giving adequate time for all the game visions and concepts to
flow and form. Ladybug, my friends, is an example of over-marination.
Going back to my friend's point, the problem with my project was that my
stakes were too high - at least in my brain. To get acquainted with C, I
came out with Angel Hair, which some dismissed as silly. At the beginning of
the Ladybug project I had already been studying and writing on the game
industry for a while. And, finally, I had a game design column. Yeah, I
thought, Ladybug better be good. I can't come out with something average.
Like a too eager quarterback, I choked. Cutting myself some slack, over the
past year I have moved four times, been very socially active and got a
second degree in journalism. With these elements combined, the pressure was
very much on and my scope had to be broader than games.
However, that's no excuse and I realize now that if I took my OWN advice and
pursued simpler projects I could have had at least two games on the net by
now. And they say the shoemaker's family has no shoes.
So, I have the fear of being average, like many fellow programmers and
designers out there. How many of us attempted to recreate Space Invaders
with our first foray into programming, instead of learning to print "Hello,
world" on the screen? And how many of us have made convoluted and
complicated designs, instead of using an established, well-regarded
standard? I believe the answer to both questions is "Very Many."
That, it seems, is the nature of the beast and it seems that for all of us
our personal beast must be tamed.
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Written by Damon Brown.