Learning through failure: Why you're not making enough games

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Presentation transcript:

Learning through failure: Why you're not making enough games Alan Hazelden alan@draknek.org http://www.draknek.org/

Start with a counterargument GDC 2010 rant: Please Finish Your Game http://chrishecker.com/Please_Finish_Your_Game

My position Everything he says is true BUT Every time you make a game Not all games are worth finishing The best way to make a great game is to first make a lot of not-so-great games Every time you make a game You learn something You have something you can revisit

The “magic spark” Some games deserve completion How do you identify which these are? Only by making a lot of games You can't polish every single one to completion What if you don't know? Put it to one side Come back later

Revisiting an old idea WSAF game: May 2008 http://www.draknek.org/flash/wsaf/ Not fun Dropple: June 2009 http://www.draknek.org/games/dropple/ Addictive

Learning from mistakes Platformers I have made: Blobber: February 2007 Clockspider: November 2007 Mindbender: Nov 2007 – June 2008 Crybaby: November 2008 Robo-Jimmy: April 2009 Doppelganger: January 2010 Flippy gets Lost: January 2010 Each time the code gets less hacky

Saying “this is done” I am fairly terrible at this Have a deadline Stick to it Don't finish for the sake of finishing Four choices: Release when no longer interesting Release when “good enough” Release when polished and complete Never release

Release everything You should have a portfolio of games Even the failures you're ashamed of For yourself Reminder of accomplishments Inspire new games from old For others So they can see what you've made

Fail early, fail often Your game does not need to be good If it's not, move on You can even make it intentionally bad Klik of the Month When you've made a game, ask: Is it as good as you were expecting it to be? Is it worth spending any more time on?

Prolific indie game developers Cactus http://cactusquid.com/ Increpare http://www.increpare.com/ Somehow manage to make experiments that don't feel incomplete Not the same as “entirely fulfills potential”

A game every week Experimental Gameplay Project 1.0 http://experimentalgameplay.com/ http://www.gamasutra.com/features/ 20051026/gabler_01.shtml Jayenkai http://www.agameaweek.com/ NMcCoy http://nmccoy.net/

From prototype to success 2D Boy Tower of Goo 4 days development World of Goo Massively successful Petri Purho Crayon Physics 5 days development Crayon Physics Deluxe Grand prize winner at IGF 2008

Themes/Prompts Experimental Gameplay Project http://experimentalgameplay.com/ Wednesday Workshop http://socoder.net/index.php?forum=25 Video Game Name Generator http://norefuge.net/vgng/vgng.html

Online competitions Ludum Dare PyWeek Klik of the Month TIGSource Do you need an excuse?

Go make some games Fail early, fail often Conclusion Go make some games Fail early, fail often