I would be willing to bet that there is not a single video gamer in the world who has not thought about making their own game at some point. I say this because, using a very sound and scientific method (talking to a bunch of people on the internet), I have noticed that most of us have thought about making our own games.
Chances are, you’ve at least had an idea. Perhaps it is a concept which would absolutely redefine the video game industry. Perhaps it is a wretched fever dream which begs to be forgotten in a dark corner of the basement, next to your Twilight fanfiction and crumpled porn. Whatever the idea is, though, you’ve had it. You’ve rolled it around, and you’ve seen a bit of it play out in your head. What’s stopping you from seeing it become a reality?
You probably already know, even if you’ve never bothered to think about it: a lot of hard work. Video games are simple to describe, but incredibly hard to flesh out into a final product. Somewhere between “awesome idea” and “awesome game,” you will find countless hours of things that are not even a little bit awesome.
If you’re anything like me (read: possibly mentally ill), then you are not daunted by the challenges – it’s just a matter of finding your motivation. Spend an entire weekend turning down social engagements and scribbling math equations in a sketchbook? No problem! Just remember to have a witty response cooked up by Monday, when your co-workers ask how your weekend was. Do that every weekend for six months, though, with no immediate reward and no end in sight? Now we have an issue. I want a hobby – not a complete redefinition of my free time.
Except… Wait a minute. That’s what schedules are for. I know what those are; I schedule things all the time to great effect. What’s so scary about that? There’s no rule saying that this project needs to consume you. And if we really want to look at it objectively… None of it is less of a chore than backtracking seventeen times through the same hallway in the latest Zelda. Thanks, Nintendo.
About a month ago, I opted to take a serious crack at it. Yesterday, for the first time, I unexpectedly heard the words: “wait, you made that?!”
People have stopped asking about my evenings and weekends. I enjoy the daily challenges, but nobody really cares about physics, and they don’t care how data structures interact with each other. It’s just not in them to get worked up over the sublime beauty of a sound algorithm. But they do see this crude little sprite, bouncing and trundling around the screen… The motion is fluid and organic; it looks like it might be fun, and now they know a person who is able to make that happen. Already, they are a little excited to see how it’s going to turn out.
…And that’s the payoff. That’s the reward I was always missing. It’s not measured in pride, in personal achievements, or in dollars and cents. It’s measured in the level of excitement, anticipation, and (hopefully) gratification that you can bring to others. If, after all of your hard work, you have produced emotion - you have succeeded. That’s the goal.
So, back to that idea of yours: why not? I’m assuming for a moment that if you’ve read this far, game design actually appeals to you. Why haven’t you started? The long hours and awful pay? The zero-chance of market success? The technical challenges? The overwhelming scope of the project? Fear of failure? These are all selfish considerations. Being selfish is fine. Healthy, even, in the right amounts. It just means you need a motivator that overrides your personal demotivators.
In other words, you can’t make a video game for your own sake. To do it right, it must obviously be something that you would enjoy, but the ultimate motivation must be for others to feel the same kind of excitement that drew you in long ago. If that concept appeals to you, I encourage you: the path between your idea and the finished product… It’s more rewarding than you might think.
This series – which I have witlessly decided to call the “Game Design” series – will be about that. Although I am not exactly a stranger to design or programming, this will be my first video game. The troubles, the triumphs, the successes and shortcomings of the craft will be documented as I experience them. I don’t plan on dumping a lot of code samples or programmer jargon; there is plenty of that out there already. Rather, this is about the ethos of game design, the non-technical challenges and trains of thought that surround it.
Next article: Where to begin?
Tags: game design, motivation, programming, video games



