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Thursday, Jun 21, 2007

We've all seen it a million times. A new startup, an Internet organized group, a few friends saying they want to do it. It's not surprising that people want to make their own games, it's a natural want to express creativity in a new medium. If it's not making your own amateur movies with cheap effects, or running a garage rock band, it's writing your own game. Yet how many amateur game projects can you count, that have succeeded? I'm pretty sure the list is quite small compared to the projects attempted.

Before we can answer what happens, lets identify whats involved in
most amateur game projects.


1. A healthy amount of code. This will vary based on project, and how smart the creators are. If they're smart, it'll be based on an existing engine, or use a lot of free middle ware. The overly ambitious will embark on a genre defining journey of extrema graphics and the best game play. From my tone and common sense, you can guess why that doesn't work.

2. Large amounts of art assets. With no art assets, theres no game. Now many projects either underestimate the amount of art involved(every crate, every box, every tree), or assume it's as easy as rapidly coding.

3. Creativity and working under constraints. Most game projects are not about "What can we put in to make this game fun." but rather "What can we take out without hurting the core game experience." It is for this reason that most games, and most advice to new game developers, start out with "prototype, make it simple, make it fun, go from there."

Now what typically happens in most projects? A mix of hubris and plain inexperience. Most projects, quite predictably, are ambitious and wish to do all sorts of nice things, like redefine a genre, create the best game ever, etc. Not really that useful, nor really helpful for anyone. Also, most game projects are started out by programmers, or to be more precise, technologically oriented people. These people typically do not really understand the large amounts of time it takes to create art assets for games, never mind 3D games. Also, lack of planning is a key problem. A design goal of "Make this shooting thingy fun," isn't really helpful, not to a programmer, to a developer, or to anyone bar the person who wrote this down.

Furthermore, many programmer focused projects carry around with them a self inflated sense of the programmers ability. Typically, the project will start from scratch, and take many weeks to get to a state where it's playable and where other team members input is relevant(getting the engine up to scratch, etc.), this is a fatal mistake. The mantra of some of the most successful hobbyist projects, among them Red Orchestra and Counter Strike(both successful First Person Shooter mods which turned into retail products) has been to build on and improve existing games, and to use their code base. This significantly reduces early development time, and enables developers to reach the critical stage where game play is actually defined and tested.

The other side of the mountain is where most people(who are not programmers) end up. Full of cool ideas, and lack of ability to implement them. In many projects, there's a will, theres a way, but no one is around with a map, or with hiking shoes. It's not impossible to create worthwhile mods using only provided tools without writing a single line of code, but it's definitely easier if someone's around who can actually understand what all the jib-jab about for loops, function calls and objects is about.

As an additional factor that is usually not considered, is what the Internet provides. The Internet is both a blessing and a curse to all game makers. On one hand, it's an essentially boundary-less expanse of talent and interested people. On the other hand, it's an vast, uncivilized land full of people who will take any excuse to deride your project even if they can't do better. Many a project has failed because it forgot that it's possible to find artists or programmers on line, who might be willing to help, either for fun, or for a small sum of money. But there are also projects which have failed because they took in interest input too readily, ending with a project that is full of compromises which satisfies everybody.

If so, what is recommended for such projects to succeed? There is no ten step plan to gaming success, no pre-defined list of what makes games succeed, or grab awards. Gaming is littered with examples of this, from Sims, to Loco-Roco and DEFCON. However, there are some general hints that help.

1. Plan early, plan often. Not to be confused with setting things down in stone ahead of time, but before you start any journey of magnitude, it helps to have a clear set of goals, and requirements. This is especially true of any group effort, where, needless to say, every person has a different view of what the game will be about, how it will look, or play. A coherent effort will bring results far more readily then a dozen people each dragging the game to their own likes.

2. Re-use. There are three dozen or so open source game engines(OGRE, or such) out there, there are several commercial game engines which enable mod development openly(Source, Unreal Engine being the best examples there.). If you're writing a game from bottom up and all you plan is to create a variation of a known genre, you're better off using pre-made tools, it's unlikely a first attempt will be better.

3. Re-use. Yes, but re-use art assets. Does your box really need to look different then every other box out there? There are several open source texture repositories, more which cost a small sum of money. There's no issue using them. Some of the most wildly known games, among them Half Life 2, S.T.A.L.K.E.R and Doom 3 all use the same common texture repositories, changing them only slightly before using them.

4. Know your limits. Don't set out to create a 150-map First Person Shooter, don't write an RPG to equal Lord of the Rings. Common sense, but it's important not to let delusions of grandeur interfere with common sense and a need to get a product out of the door.

5. Release early, release often. While this maxim is more true of open source application development then game development, it really is relevant. The sooner you can get some sort of working executable(or mod package) out there, the sooner you can get wide interest, offers of help from random third-parties, or the such. Waiting for perfection before release will result in vapor-ware.

Category: Editorial
Posted by Acepace, 9:47am
16 Comments | Post a Comment

Comments

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Nice article. I've always wanted to make a game, but have absolutely no knowledge on how to go about doing so. Just something simple that will run. I have a beginning level knowledge of C, but I'm not sure how much that'll help. Might have to check into some of these open sources.
Posted Jun 21, 2007 11:01 am PT
lord of the rings isnt an rpg?
lotr online is.
The mmorpg is a wow ripoff and wow sucks.

If your noob at game making. start with modding. When your a skilled modder, make simple arcadegames, get recognized and then join a bigger company. Ofcourse, the best ones get drafted first and they go to Game dev school, which 2 of my friends do.
Posted Jun 21, 2007 11:23 am PT
A great article, useful for those members that may not realize how much real work goes into creating great games.
Posted Jun 21, 2007 11:25 am PT
Nice, informative article man. And it's inspired me to make one of my own that's loosely related to yours. Unfortunately though, I've never really posted much here on gamespot so I'm at a loss as to how I would go about making my own user soapbox article. Anyone want to help me out here?
Posted Jun 21, 2007 11:47 am PT
the main problem with homebrewed games so to speak is that the whole programming/coding of them isn't exactly user friendly. i think if there were more user friendly game creation apps we would see a LOT more indie games. i know personally that if i had a app that would let me easily create 2d or 3d games i would surely use it. RPG Maker for PC is a good example, while being fairly user friendly it still takes FOREVER to make a game that lasts more than 20 minutes (and even a 20 minute span can take a while) there used to be a system for PC's called klik and play that was actually pretty intuitive and user friendly, unfortunately it's applications in games were VERY limited.
Posted Jun 21, 2007 1:15 pm PT
uberjannie wrote:

lord of the rings isnt an rpg?
lotr online is.
The mmorpg is a wow ripoff and wow sucks.

Get your facts straight. It's an Everquest ripoff.
BTW nice article.
Edit: Though lotr online is trying to succeed in the wake of wow. That might've been uberjannie's point...
Posted Jun 21, 2007 3:39 pm PT
I made a puzzle game in like 5 hr. it was not that good but the game was fun if you want it go ahead and pm me for a like cuzz I do not wanna advertize it
Posted Jun 21, 2007 5:14 pm PT
Very informative indeed.
I hope to see and read more from you - you sound like someone that's right in the middle of things.
Posted Jun 21, 2007 5:58 pm PT
SummerContest, just write a blog entry under the topic "Editorial" and if it's deemed worthy, it will be added to the soapbox. Don't be offended if it's not chosen, thats all.
Posted Jun 21, 2007 9:38 pm PT
Good article! I've been creating an amateur game for some time now and am making a lot of progress. I used a lot of the ideas you write about. I think it is worth mentioning though that in a REALLY small team, one has to be prepared to do everything themselves (in other words only plan out what you can do yourself). I've had to make basic art and all the coding and still plan on generating all of the sound and UI. I know what you mean about amateur projects though, I've had a lot that never made it because of poor planning.
Posted Jun 21, 2007 10:42 pm PT
Great Artice. Very useful information.
Posted Jun 21, 2007 11:00 pm PT
Welcome to the SoapBox Ace - see, being my friend DOES get you places.

I can put another angle on this, I ran my own games development studio a few years ago. For Pen and Paper Games. I even released one. But the workload even for that less complex of mediums was a very hefty one.

When friends get together, they might come up with great ideas (I know that friends and I have often crafted masterful concepts for games, mods and so forth), but to hold a group together for the time it takes to complete a design document, produce all the relevant resources, compile code, test, test, test, test, refine, test, test, test, start over, test, test, test, test, test, test, release to public, get abused by public, test, test, test... Well you get the idea that there's a lot more to it than most people think. And if you aren't doing this project as your day job, then you had better hope for the most committed bunch of hobbyists this side of a model train convention to be on your side, because its a long, hard and very testing struggle to get there.
Posted Jun 22, 2007 1:23 am PT
Hey, thanks for the reviews guys, this is actully the first one I felt good enough to submit as editorial.

Potato, just some experiance interning at game companies, and lacking a life.
Posted Jun 22, 2007 2:43 am PT
Make games is my dream but I am an Accountant may be one day Will do a awesome game, but now I enjoy alot the Video games CAPCOM Rulers
Posted Jun 22, 2007 8:14 am PT
Posted Jun 22, 2007 5:18 pm PT
Very nicely done. I'd love to see more stuff from you!
Posted Jun 22, 2007 7:21 pm PT
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  • Acepace
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