Game Development Community

Why are you creating your game!

by Jarrod Roberson · in General Discussion · 05/15/2002 (8:16 am) · 32 replies

WARNING LONG -----------------------------------
Preface:

It is more important to know what you can't / shouldn't or don't want to do that what you can / should / want to do, because if you know what not to do, everything else is possible.

- Jarrod Roberson


I used to be a game developer, way back in the day before 3D! Even before 2.5D, all we had was 2, no D even! :-) I did commercial art for a living before that, and 3D animation for a living after my game developer days. I did professional audio / video production as well.

Anyway as a 30 something going on teen something and a professional OO Architect now, I decided that I am tired of trying to find "my perfect" game. No one is going to write it for me ( at least not for free! ).

So I am tired of playing "Other Peoples Games" and what their idea of entertainment is.

So I am old school, I like games with deep game play, that requires thinking and strategy. Simple understandable rules make for complex game play if those rules can be combined and supply predicitable results.

Most games in the past 5 years try to give deep game play by offering to many keys and controls and lots of inconsistent behaviors that reward learning "how to play the game" rather than thinking.

Any FPS where practicing covoluted keystrokes / button presses to acheive an advantage is a good example.

OR

they make the games so over the top in huge worlds and awesome graphics that something else suffers.

Example:

One of my favorite games of all time was a game for the C64 ( and later the PC ) published by EA - Wasteland.

It was the first RPG that really brought Pen and Paper RPG game play to the computer.

Now years later comes Fallout as a "sequel", yea it was more sophisticated, it looked better, it sounded better, the gameplay was at best the same. Problem the world was so open ended, and the missions so poorly designed that it was an exercise in frustration trying to figure out what to do next!

To many game play mechanisms at the same time is just as bad, one reason I don't like RTS games! It comes down to who can click the fastest and has the fastest gfx card to scroll/zoom like a madman around the screen.

So my main reason for buying TGE is, even with the thousands of games available, I am still have not found what I am looking for!

That is probably why someone was lamenting the number of projects that are "announced", to them everyone of them looks the same, and to be honest 99% of them will never have a single line of code written, 99% of those that do, will never be finished, 99% of the ones finished will just be a clone of someone elses idea, and 99% of those will be bad.

But that 1% of 1% of 1% of 1% of 1% will workout and suprise some people!

I have found that most of the people posting, "Revolutionary Game idea" threads are kids trolling for someone that they think will write their game for them. Also, ones that say, "My game will be awesome, just like ( insert hot genre game title here ) but better!!!!" or "with ( insert what they think is clever ) instead of ( what ever the game currently has )"
are trolling also.

I do think I have an intersting concept for gameplay, not just a game, for one and one reason only, I have not seen any other game implement the game play that I am interested in. Some have parts, others have poor implementation of great ideas, etc.

So if you see me asking about where to look in the TGE code for what appears to be some bizzard half-brained "feature" to implement please bear with me and help point me in the right direction, I don't need the code written for me, I am MORE than capable to do that myself, and you just might be suprised that this whacky seemingly useless impractical "feature" that I add is much more interesting and useful that it was at first glance.

So you won't see in my .plan this massive list of features that my game is planned on having, nor will you see "If you like ( insert most recent Commercial Success here ) you will love my game", nor will you probably even see a name or anything else other than the working code name for my project ( THE_GAME ) until I get ready to do some kind of public beta or technology preview.

I hope some other people will give their motavations for taking on the huge massive task of writing a game, game engine, etc. You don't have to be as long winded, but I am sure people will realize why there are so many individual projects announced, because there are an equal number of unique motavations.

PS: thanks to everyone that has helped me try and get a good understanding of the TGE source over the last 3 days since I bought it, you have been very helpful.
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#1
05/15/2002 (1:23 pm)
Me personally, the reasons for writing the games I'm working on at the moment (Jumpman: 2049, Trajectory, and Gremlin Panic!) aren't quite as cut and dried as trying to build my vision of the perfect game.

Trajectory is definitely not a ground breaking game - it's just a translation into the 3D world of one of my favorite old games, with some serious tweaking on the concept to enhance gameplay, ballance, and the cursing factor (you know - that magical factor in a game that really makes you start cursing your buddy setting on the other side of the room when you are playin' a LAN game ;-) But I picked Trajectory because it was a simple concept - I licensed Torque, and then wanted to write a game to learn the engine and evaluate it for future projects, and also wanted something with some commercial potential too.

Gremlin Panic! I'm doing because I love puzzle games, and have an existing base of customers that love the heck outta Boulder Panic! and Tile Panic!

Jumpman: 2049 I do for the love of the game. I loved Jumpman from back in the C64 era, and really wanted to bring it onto a much more modern platform, with new levels, new challenged, and updated graphics. I got ahold of Randy Glover, got the rights, and have been working on it for the past year or more off and on between projects. It also helps that I've got some help from MS on this (using VBA as the scripting language), and there is an existing fan base who are cheering me on to get Jumpman: 2049 completed.

(GP! and Jumpman: 2049 aren't using the Torque engine.)

The final decision for doing a game ends up being money, though. I work two jobs right now (a day job, and programming games at night) and would rather reduce that to one. So I'll probably never do a project that I don't think I'll turn a buck on, but at the same time I don't wanna do Me To games, and I have to enjoy the game myself before it's worth my time :-)
#2
05/15/2002 (4:44 pm)
I do it because it keeps me off the streets and out of the bars ! Plus, I get to spend a lot of time with my kids working on game design stuff. And last, but not least, because my wife thinks it's a better way to have my 'mid-life' crisis than running out and buying a Corvette, Oakley sunglasses, and cruising for chicks.

(I'm gonna get the Corvette anyway)
#3
05/15/2002 (5:11 pm)
Once I had played Ultima IV there was no turning back.. I still remember the ride home in the back seat of the parental's car... I am surprised that manual didn't spontaneously combust!

A few hours later I was busy with a disk sector editor figuring out the magic...

I love games... I had no choice in learning how to make them...

-J
#4
05/15/2002 (5:47 pm)
Yeah Joshua I thought the samw thing when I played Zork and Ultima ( no number! ) for the first time!

When was that, like 1982?
#5
05/15/2002 (7:03 pm)
I've enjoyed games since I was 2 (Atari 2600), and while most of my life (up until about 5 years ago) I hadn't bothered learning the technical aspect of how the work, etc., I always had an interest in making my own. I started my quest making ASCII-based games with the old game/game creation system called ZZT (Epic Megagames, anyone?). After a while, I lost a bit of interest and traveled into the uncharted realms of adolescence...

Coming out of it at the age of 19, I've mentally created the game I'm currently producing. I figured "Ahhh, I'll keep this idea and wait till I'm older," but one day I just figured "why not now?" It's still a learning process for the team...we've hit rough spots but we're surviving well and not losing hope. We plan on having ourselves in full production mode within the month. It just started with the idea, then a solid design...I believe strongly in at, as does the rest of the team, and that's what's keeping us going.
#6
05/16/2002 (7:24 am)
Jarrod,

You might want to try Jagged Alliance 2, IMHO, it completely fits your description of the game you want.
#7
05/16/2002 (9:08 am)
I bought JA2 it is an awesome game, I loved every minute I played it, but it is still OPG and it falls far short of what I want, it has 2D terrain and the simulation model is far from accurate. I won't go into specifics but it is far from accurately portraing the real world performance characteristics of the wepaons and what not.

I want uber-simulation, then I can offer varying levels of diffculty and game play. Most games make things more difficult by throwing ridiculous amounts of enemies at you, or making weapons ridiculousy overpowered and giving you less health.

I like the IL-2 way, "difficult" is a full simulation, too hard, turn off parts of the simulation, until you have the level of game play you want.

Simulations can always be "dumbed down" or made "arcadey", arcade games can never have simulation features retro fitted to them.

Gran Turismo is a perfect example of this also. Great simulation play, and a dumbed down arcade mode for when friends come over and they can pick it up and be competitive right away.
#8
05/16/2002 (11:48 am)
Here's the quote from our About box. I think it says it nicely.


"Pariah Games is a small tightly woven group of intelligent professionals dedicated to making the best games in the industry. Nah... I didn't think you would buy it. Actually, we are just a bunch of guys who really like the idea of building a game that we all want to play. If you like it too - well - that's just gravy. After all, isn't that what being a Pariah is all about?"
#9
05/17/2002 (6:54 am)
I think that if you design a game and make it as realistic as possible, then decrease the realism to optimise gameplay, you pretty much end up with the realism-factor of Jagged Alliance 2...
#10
05/17/2002 (7:55 am)
noone said anything about compromising realism for gameplay. I don't plan to!

I have played dozens of old school board games with minitures ( with those evil dangerous lead miniatures! ) that had tomes of books and lookup tables and what not, these were the me "realistic" statistically you could get without a computer. Anything that reduced the realism in this genre actually hurts gameplay.

I used a contrived example on how games that are "sims" can be made into easily accesible games, it does not work the other way around.

And as great a game as JA2 was it still had some serious flaws that greatly affected the enjoyment of gameplay. Most were due to time/money restrictions and interference from publisheres from what I was told.

I have none of those restrictions! I can take as long as I want, spend as much as I want, and I am sure that GG is not going to interfere with the content of my game.

They will either want to publish it or not, simple as that.
#11
05/19/2002 (1:54 am)
I'm gonna build me the game that I want to play, and the rest of the world can like it or lump it. Unless they're paying me... ;)
#12
05/19/2002 (4:22 am)
I want to have fun.

I don't care what other games it compares to, nor what genre it fits into. But I want to be able to play it with other people.
#13
05/21/2002 (9:51 am)
Heh I always love hearing the stories of, since I was 2 years old. I have a feeling almost every game indie has that same story, with their own twists. Most of us were probably writing games in our heads by age three. Then actually putting down our games on paper by at the very least eight. Then there are a few of us who are sick and used those ideas to rip off your friends of their money at age 7-13 =)

Waeric
#14
10/21/2002 (12:47 pm)
Why am I creating a game?

Because its not there.
#15
10/21/2002 (2:06 pm)
Because i want my kids to have something other than a first person shooter style game.
#16
11/30/2004 (3:37 am)
Quote:Most of us were probably writing games in our heads by age three. Then actually putting down our games on paper by at the very least eight.

I remember when I had games, and even my own console system planned out on paper. lol. Those were the days. :P

-Jase
#17
11/30/2004 (4:44 am)
Because there's some magic! Because i didnt have that much access to computer when i was a kid and had to read reviews in zany tech magazines and fantasize, how would i play it and what awesome situations would i encounter. Of course, when i finally got to play those games, they were much much less than the stuff i had imagined =)
Even though I'm completely inable to think in code, even i was writing grand adventures in BASIC on long sheets of toilet paper at the age of eleven or twelve :)
It must be some disease - you either catch it, or you dont.
#18
11/30/2004 (5:58 am)
Well,


I thinks that for me it's because when I was little 10 and down I would spend all my time in the shop building gizmos and vehicles and weapons of sorts (yes I was a evil genius of a child). At about 11 I was trying to make games like pinball and stuff in the shop but soon reolized that I lacked the time, parts, and pacients. SO, I got a hold of a copy of Flash MX and build a shitload of games most of them platformers and top down. I soon had finished building my platformer era nadd wanted to start building 3D games like the ones I was playing. I actually mannaged to build a few perdy cool 3D games in flash but writing 60 lines of code just to make a simple wireframe box was just a little too time consuming for me. So, I soon came across Torque on amazon searched for it on google, found this site and have never put the engine down since. He he the funny thing that i didn't have acsess to a computer till I was 10. I think I am not going to say andtin about what I'm buildin right now because then I would have to kill you all *wink wink*. I hope I haven't bored you all to death.

Max ;)
#19
11/30/2004 (6:42 am)
Well I've been creating games (in my head, Pen and Paper, or on a computer) ever since I saw my first video game. It was simply my natural and immediate response.

I rarely finish most games becuase half-way through I have pulled out a pen and some paper and started scribbling Ideas or prototyping ideas in a compiler or in Flash. Or I get stuck playing with some system of the game that has nothing to do with its completion, trying to break it, trying to figure out how it was created or coded, and end up never going any farther in the game.

I already spend the time thinking about games, why not make them.

When I first played HL2 I dont think I left the first room for about two hours. I was too busy picking up bottles trying to see how many peices they could break into or trying to make two bottles collide in mid air, or throw a bottle in the air and try to run underneath it seeing if I can hit myself in the head. That sort of thing.

AFter about two hours of doing that, I was pretty impressed with HL2 physics. And started thinking about making Incredible Machine type levels with HL2 SDK.

Havn't really went much farther in the game yet.
#20
11/30/2004 (7:30 am)
I am designing my current game because:

- The current RPGs on store shelves are generally so braindead it makes me ill to read the bac of the boxes, and all the intelligent ones seem to be either noir or horror, whch I don't like.

- There is a terrible shortage of good new adventure games.

- The good Japanese dating sims, especially the ones targeted at female players, never get translated into English.

- I want to read stories about love, but romance novels are even more braindead than new RPGs.

- I'm having whatever life crisis happens when you turn 25, the one where it seems lke there's nothing new in the world to learn, so my fantasy is to get dropped into an alien world where I will have new stuff to learn again.

- I've never met someone who is my romantic ideal, so I want to make a character like that in my game so I can at least pretend to talk to and court them.

- I don't like my body or my life so I want to create a main character who is a more fun person to be, and a story which is a more rewarding life to live.

- And I'm stuck on the novel I'm trying to write, all that frustrated creativity has to go somewhere.
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