Game Design : 3 Questions to Help You Finish Your First Game
Many
gamedevs find that their first game is the hardest one to finish. I've
worked as a consultant on almost a dozen "first" games with budding
independent development companies, and gathered all of the lessons
learned from those experiences here. After going over each question,
I'll also give you a quick anecdote about how I (or someone I worked
with) learned that lesson the hard way. Preview image icon: Question by Henry Ryder, from The Noun Project.
1. What Is My Game's Scope?
Picking too big scope is the most common pitfall that I've seen
developers fall into. You think up this great game idea, eagerly get
started, and soon find yourself with too many features left to add, not
enough of the main game done, and very little time left.
Having a large game scope isn't necessarily a bad thing; if you are
developing for fun, or have a highly organized design system, it can be
great. But for your typical small team that hopes to make a profit from
their pursuit, trying to build a large game can be a early death
sentence.
The easiest way for new developers to get past this phase is to take the time to break down their game design into layers.
When working with developers, I like to have them create a to-do list
of the core game. This consists of everything necessary for the game to
be finished in an acceptable state - no additional features, unneeded
side quests, or extras. This list serves as the absolute minimal amount
that needs to be done by the release date and still allow you to feel
proud of your game.
Then, I have them create a "polish" list. This includes everything
needed to make the game more complete, but not required to make it
playable and fun. Typically these are things such as additional
graphics, transition animations, more animation frames, additional or
ambient sound effects, more audio tracks, improved UI, particle effects,
advanced lighting, and more advanced AI.
The final list, "extras", consists of anything that they would like
to add that can wait to be added in at the end, or skipped if there is
not enough time to implement it. These items typically consist of
unlockables, social or multiplayer features (unless they are an integral
part of the game), additional side quests, and so on.
Lesson Learned: The Fallen
The first major game that I worked on was called The Fallen. I was 16, and two of my friends and myself decided we were going to make the best MMO ever.
Our idea was to have multiple persistent servers with shared
character and enemy instances (so that each server would be a different,
massive area, and herds of the enemies, called "fallen", could migrate
between them), in a giant FPS-meets-RPG built on the Torque engine.
We put a little more than a year's worth of work into the project
before giving up, managing to get two servers up and running, and having
as many as 27 players per day during our fever pitch.
The project was way too large for the three of us to handle on our
own, and the game's quality suffered. There was no audio and barely any
dialogue; the enemies were terribly modeled 3d atrocities; and all of
the players were the standard Torque 3D model.
Every player was the standard Torque model, with different colors for different classes. (Image from Torque's FPS tutorial.)
Had we planned things out prior to getting started, and kept the
scope of our game smaller at the beginning, we might have stood a chance
of finishing it. Instead, we quickly became overwhelmed by a behemoth
of files and badly programmed (and terribly commented) code that only a
group of teenagers can create.
2. Is This Something I Can Do?
The second most common pitfall for projects is being over-ambitious.
When preparing to start a project, ask yourself: is this something
that I can do? Am I able to do tons of 3D programming and collision
detection? Do I know enough about 3D modeling and lighting? Can I make
this within a reasonable time frame?
If you find that you can't, don't be disheartened! Do your research
and see if there are any libraries, APIs, tools, or anything at all that
would make it possible for you to actually finish your game. If you
can't find anything to make your game's creation easier, then consider
simplifying or modifying the design so that it is.
Personally, I like to take more complicated game designs and use them
as end goals, designing a few smaller games leading up to it, each
allowing me to learn a new skill needed to complete the final game. I
urge developers that I work with to do the same. If you want to make a
MMORPG, first try making a standalone RPG, then move onto a game with
basic multiplayer, and then take a stab it. Having those needed skills
under your belt will make developing your game much easier, and means
you're much more likely to finish it!
Lesson Learned: Tiny Hero
EvolvingPoet's first game, Tiny Hero.
When I finally decided to try to make game development into a
full-time pursuit by starting an LLC, I planned on making a game that
was not possible within our current constraints. The problem wasn't that
it was technically challenging; it was more that there was a huge
amount of content that needed to be created and very little time in
which to do so. This ultimately lead to a solid week of crunching and
the production of a sub-par game.
It took weeks for me to try and bury this game, and I still couldn't completely wipe it from the internet.
To make matters worse, having too little time to complete the game
led to us having to spend even more time doing damage control so that we
wouldn't be hated forever in the indie dev community. (That doesn't
actually happen - most everyone involved is super nice.)
3. Can I Afford to Make This?
When making your first game as an independent developer, finances
often get overlooked. For hobbyist developers or those who have another
job to support themselves, this isn't a huge deal, but developers that
quickly jump into being full-time game makers often find themselves in
over their heads.
Assuming that your first game is going to make enough for you to live
on is not a safe bet, and the same goes for your second game as well
(and maybe even a few after that). Being an indie dev means that you are
running a business, and, on average, small businesses take around two
years to become profitable. If you have two years' worth of living saved
up, then this isn't too big of a problem, but for most people, this is a
huge hurdle. It is a good idea to have a part-time or full-time job to
supplement your gamedev income for a while, if only for the safety net
it provides.
Having realistic sales targets is another important caveat. Unless
you are extremely skilled and extremely lucky, you will not be selling
thousands of copies of your game. Depending on the market and scope of
the project your sales targets will vary, but I find that most commonly
developers I work with will be aiming to get around 700 to 1,000 sales.
While these may sound like low numbers, once you actually release your
game you will find out just how difficult those targets are to reach.
If your game has a price point of $10 and you sell it through the
typical online stores, you can expect to bring in around $5,600 from
those 700 sales. Considering that most developers that I work with are
two-person teams who create a game every two to three months, you can
expect maybe $1,250/month per person after expenses. In that time, the
teams are typically working full-time hours (most of the time, many
more). That works out to around $7.80/hour, or just above minimum wage -
and again, that's if you're lucky.
It isn't all doom and gloom, though; you can make a living off of
making independent games, just don't expect to do so with your very
first one. On average, I see that developers start to make a decent wage
from their work at some point around the release of their third game.
Lesson Learned: Zombie MMO
This particular lesson ended up ruining a client of ours. They aimed to create a huge Zombie-based MMO (think DayZ),
and the prototype that they had was great - fun to play, technically
sound, immersive, and all that jazz - but they hadn't done all of their
financial homework. Screenshot from Day-Z, not Zombie MMO.
Through a lack of planning they managed to find themselves ten months
into a project with very little to show, very little money left, ten
angry employees, and one irate investor. They brought me in to try to
clean up the situation, and switching to a more need-based development
approach, the game started to make headway very fast, and even earned a
bit of money through its alpha.
(They then decided that an unrelated factor was the reason for the
improvement, not the change in development systems, and upon changing
back to their previous method of development, quickly found themselves
out of business.
Don't Give Up; Just Be Realistic
These questions are here to help you be realistic in the pursuit of
your first game, not to dissuade you from making it. A lot of would-be
game makers whom I've met hear me talk about these things and decide
that the whole pursuit is just too hard - but it's not! You just need to
prepare yourself and plan ahead so that you can actually finish your
game.
Some relate game development to running a marathon, and that's an apt
metaphor.Running is not something that I have any experience in (most
people would say that I'm phobic to most exercise in general), and if I
tried to run a 5K, there is an extremely small chance that I would
actually finish. Game development works the same way: if you don't build
up your endurance and skill over time, it is going to be an arduous
journey, and you will find yourself either giving up part way through,
or reaching the end exasperated and out of breath.
Conclusion
Making your first game is a monumental step in your development
career, and hopefully getting it done will be a little easier now. If
you keep the game's size reasonable, its complexity within your ability,
and your financial expectations realistic, then there is no reason that
you shouldn't be able to finish.
Now go make some games!
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