The REAL reason why most of us dreamers/indies fail IMO...
by 'Sidikian' · 10/17/2013 (8:38 pm) · 28 comments
Given the dream/to complete successful game ratio:
I'd personally have to throw out the idea that one of the major reasons why we never follow through on our games, never reach completion, or are just simply unsuccessful is the fact (I would wager) that we often times bite off more than we can chew.
It's OUR dream, it's OUR game, "how hard can it really be to create your game yourself?", "who would want to help me work on my game after all?", "my game idea isn't too big I should be able to handle it myself"; I think all these things and more add up to the thought that making a great sucessessful game is a solo project in this community.
Does it really surprise us then that we get burnt out before we even get half way into the race or push through just to have what the world views as an unfinished, unpolished, old feeling game.
Yes it's an awesome idea to "be able to make the game of your dreams (by yourself)", but often times we set goals that are unobtainable at all or at the very least in a timely manner.
So my proposal? Put your game ideas out there, find people with similiar game style interests and TEAM UP! Stop trying to be a one man army and expect to make the next block buster hit of a video game.
Big games take big teams of people to get finished in a timely manner so either put together a team, or keep your goals very small so that you may actually reach them.
Really though the whole point I would love to drive home is alot of us that frequent this community have some type of skill set which unfortunately I feel often times just goes to waste.
One guy can code, one guy is a great modeler, one guy is awesome at texturing, and yet another is an sound guru, but in the end they are all just struggling to attempt to one hat it all.
Imagine how many more games could be created if we just got together as teams and work toward common goals.
Yes I know a big issue with teaming up with someone is how things work out legally, as in how does who get payed for what their contribution was, and how do you trust someone with your idea not knowing if they'll walk out at any time.
Unfortunately, I don't have the answers to these questions but would love to have the community's input on this and my over all blog.
Once again though I want to stress the idea that if we would just team up I believe chances are we'd actually put out alot more games!
I'm just like alot of you and have the dream game that I'd love to make and after years of dabbaling here and there (trying to learn c++ here, 3d Modeling there, etc.), I'm just frustrated with the wasted time so thus this blog and probably soon another blog with my game idea.
If you took the time to read this blog thank you and please leave a comment with your thoughts.
I'd personally have to throw out the idea that one of the major reasons why we never follow through on our games, never reach completion, or are just simply unsuccessful is the fact (I would wager) that we often times bite off more than we can chew.
It's OUR dream, it's OUR game, "how hard can it really be to create your game yourself?", "who would want to help me work on my game after all?", "my game idea isn't too big I should be able to handle it myself"; I think all these things and more add up to the thought that making a great sucessessful game is a solo project in this community.
Does it really surprise us then that we get burnt out before we even get half way into the race or push through just to have what the world views as an unfinished, unpolished, old feeling game.
Yes it's an awesome idea to "be able to make the game of your dreams (by yourself)", but often times we set goals that are unobtainable at all or at the very least in a timely manner.
So my proposal? Put your game ideas out there, find people with similiar game style interests and TEAM UP! Stop trying to be a one man army and expect to make the next block buster hit of a video game.
Big games take big teams of people to get finished in a timely manner so either put together a team, or keep your goals very small so that you may actually reach them.
Really though the whole point I would love to drive home is alot of us that frequent this community have some type of skill set which unfortunately I feel often times just goes to waste.
One guy can code, one guy is a great modeler, one guy is awesome at texturing, and yet another is an sound guru, but in the end they are all just struggling to attempt to one hat it all.
Imagine how many more games could be created if we just got together as teams and work toward common goals.
Yes I know a big issue with teaming up with someone is how things work out legally, as in how does who get payed for what their contribution was, and how do you trust someone with your idea not knowing if they'll walk out at any time.
Unfortunately, I don't have the answers to these questions but would love to have the community's input on this and my over all blog.
Once again though I want to stress the idea that if we would just team up I believe chances are we'd actually put out alot more games!
I'm just like alot of you and have the dream game that I'd love to make and after years of dabbaling here and there (trying to learn c++ here, 3d Modeling there, etc.), I'm just frustrated with the wasted time so thus this blog and probably soon another blog with my game idea.
If you took the time to read this blog thank you and please leave a comment with your thoughts.
About the author
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#22
10/21/2013 (4:12 pm)
Yes, I do sometimes wonder if the engine itself is responsible for the ratio of projects completed to not. I somehow doubt it. It's certainly a factor in the engine's popularity, so maybe you have a case where dedicated teams that are more likely to produce a final product are also more likely to choose Unity. Whereas Torque attracts us weirdos who like to just tinker with code all day :P.
#23
Being a licensee of many engines with "game play" editors, including Unity and Unigine, I can testify how easy they are to use. So long as you want to make games within the confines of what the engine is capable of. For any programmer worth their weight in salt, that's just unacceptable. We do not understand the meaning of the words "confines" or "restrictions", for we have access to source, to manipulate to our hearts content.
10/22/2013 (1:46 am)
Give me Code or give me Death!Being a licensee of many engines with "game play" editors, including Unity and Unigine, I can testify how easy they are to use. So long as you want to make games within the confines of what the engine is capable of. For any programmer worth their weight in salt, that's just unacceptable. We do not understand the meaning of the words "confines" or "restrictions", for we have access to source, to manipulate to our hearts content.
#24
Other engines are just easier, because someone build you a template, so you do not have to program yourself, you can just use what they give you.
It is pretty similar to the resources in Torque, if we would have more of them Torque would also be easy, you would just have to look up what you want to do and then copy and paste some code and scripts and tweak it.
10/22/2013 (3:09 am)
Yes, it is a thing about popularity, if you have a big community, they will bring up fixes, tutorials and stuff (especially money to pay people make it better), the project grows from the community.Other engines are just easier, because someone build you a template, so you do not have to program yourself, you can just use what they give you.
It is pretty similar to the resources in Torque, if we would have more of them Torque would also be easy, you would just have to look up what you want to do and then copy and paste some code and scripts and tweak it.
#25
Lol! :o)
The weirdo song
Sorry it was just so tempting :o)
10/22/2013 (5:05 am)
Quote:Whereas Torque attracts us weirdos who like to just tinker with code all day :P.
Lol! :o)
The weirdo song
Sorry it was just so tempting :o)
#26
I started in 2004; wanting to make a MMORPG -how hard could it be, I was a bright innovative guy -and there where these 'game engines'...
Ok, lesson 1 learned when I realized that NO engine out there could make my game for me, either you fit your project to an engine, or fit an engine to your project. So I had to learn these non SQL/ASP/HTML/CSS languages to get mechanics work my way.
Ok, lesson 2 learned when I realised that attempting to understand a whole game engine from scrap knowledge was overwhelming, and would take a long time.
Ok, lesson 3 learned when I realised I couldn't create a full MMORPG alone within this century, so I got a friend interested. And we started teambuilding -sigh!
Ok, lesson 4 learned when I realized that despite members flocking to my vision, none contributed more than me -most not at all.
Here I began realizing what managing a team means, effort wise that is, and it was soaking up the time I could spend doing what others said was cool and easily done, but never did.
-no hard feelings, it was my project -so why the hell would they work on something as crazy as a MMORPG.
Ok, lesson 5 learned when I started to tech-jump. Never ever do that when you're doing a prototype. Time after time mechanics that worked started to fail, and prototype iterations suffered for bug-poking.
Ok, lesson 6 learned when I realized that when not bug-poking; 'we' where doing stuff that was later scrapped, or didn't fit into the whole of it all, because of scope/feature creep.
Ok, lesson 7 was actually the longest, but also the most comforting period in the game. As the team literally did nothing, my project m8 and I booted the entire team -and sat down writing a design doc. For what it was that we really wanted, iterating the mechanics over and over -this took us 4 years of research, study, and getting things in place. And now we were so totally in deep that we lost overview!
Ok, lesson 8; Knowing about the known and unknown self, and the power of the subconscious part of the brain, we backed off from the project, and did let the mind ease while the big CPU chewed on it. We went into another game project (sadly we had severe engine issues and had to dump this, but are coming quite good along on another project) -well back to the topic. Sometimes our minds suddenly popped a big-poster BINGO (that which you thought of is out of context there and there, or you could optimize this like that, etc.)
-Where am I going with this? Well if we Indies have a large scoped project, I think most times we lose track of its wholeness, because we can't 'see it all proper' in a short timeframe. And the short timeframes are what most Indie PUG's needs to have to avoid wiping.
It's so lucky that we had all the time in our lives, and no investor was poking our stews, because now -now we have it all in place. And, as soon as the current project pipeline is done -then its MMO time :)
So I agree, start out with something crack able. Show people you will stick around, and pay your dues. Lend a hand whenever you actually can. And forget all about that 'red button' dream :)
10/22/2013 (2:52 pm)
So much said here is spot on.I started in 2004; wanting to make a MMORPG -how hard could it be, I was a bright innovative guy -and there where these 'game engines'...
Ok, lesson 1 learned when I realized that NO engine out there could make my game for me, either you fit your project to an engine, or fit an engine to your project. So I had to learn these non SQL/ASP/HTML/CSS languages to get mechanics work my way.
Ok, lesson 2 learned when I realised that attempting to understand a whole game engine from scrap knowledge was overwhelming, and would take a long time.
Ok, lesson 3 learned when I realised I couldn't create a full MMORPG alone within this century, so I got a friend interested. And we started teambuilding -sigh!
Ok, lesson 4 learned when I realized that despite members flocking to my vision, none contributed more than me -most not at all.
Here I began realizing what managing a team means, effort wise that is, and it was soaking up the time I could spend doing what others said was cool and easily done, but never did.
-no hard feelings, it was my project -so why the hell would they work on something as crazy as a MMORPG.
Ok, lesson 5 learned when I started to tech-jump. Never ever do that when you're doing a prototype. Time after time mechanics that worked started to fail, and prototype iterations suffered for bug-poking.
Ok, lesson 6 learned when I realized that when not bug-poking; 'we' where doing stuff that was later scrapped, or didn't fit into the whole of it all, because of scope/feature creep.
Ok, lesson 7 was actually the longest, but also the most comforting period in the game. As the team literally did nothing, my project m8 and I booted the entire team -and sat down writing a design doc. For what it was that we really wanted, iterating the mechanics over and over -this took us 4 years of research, study, and getting things in place. And now we were so totally in deep that we lost overview!
Ok, lesson 8; Knowing about the known and unknown self, and the power of the subconscious part of the brain, we backed off from the project, and did let the mind ease while the big CPU chewed on it. We went into another game project (sadly we had severe engine issues and had to dump this, but are coming quite good along on another project) -well back to the topic. Sometimes our minds suddenly popped a big-poster BINGO (that which you thought of is out of context there and there, or you could optimize this like that, etc.)
-Where am I going with this? Well if we Indies have a large scoped project, I think most times we lose track of its wholeness, because we can't 'see it all proper' in a short timeframe. And the short timeframes are what most Indie PUG's needs to have to avoid wiping.
It's so lucky that we had all the time in our lives, and no investor was poking our stews, because now -now we have it all in place. And, as soon as the current project pipeline is done -then its MMO time :)
So I agree, start out with something crack able. Show people you will stick around, and pay your dues. Lend a hand whenever you actually can. And forget all about that 'red button' dream :)
#27
It was at that stage that I realised that the project had potential and I went on to do a few more iterations, work on the look and feel, and come up with a design that I liked and a development process that would work.
Hence I am now able to do an Alpha launch and currently have about 15 testers (5 extremely active) and I am able to constantly push out fixes to bugs or add enhancements that I would never think about.
The biggest test for an Indie is making that first game ... and I have chosen a genre that is well within the capabilities of the engine and that built on top of that.
I am adding things in to my project that I wished had been in games like Quake 2 and Unreal Tournament ... and although I want others to enjoy my game as well ... I am ultimately making a game that I want to play and a game that I want to finish.
I want to prove to myself that I can do it ... and hopefully that others will enjoy the game as well.
I think these are the fundamental lessons I learnt:
1). Don't bite off more than you can chew. Choose something that is achievable on your own. If others can join you then add on to that but always remember that 90% of the time you will be doing this alone.
2). Don't try to get it perfect from the start. Work at it, let it out there and get feedback and then work on it some more.
3). Don't be afraid to take a leap of faith. Don't hold back on your project, if you have something that is in a format that can be show to people or allow people to play ... release it and accept the feedback and criticism.
4). Don't take it personally. Some people will like it ... some won't ... some will be mean ... some will be arrogant ... and some will just be negative. Take the comments and feedback and then evaluate it for yourself and decide what you will take and use and what is not part of your vision.
5). Don't worry about using bought assets. My current project is full of bought assets, they are everywhere. Some people have identified them but I have found that most of my target market is oblivious ... not everyone knows what Torque 3D is or the Soldier art pack is ... so they don't care ... they want to play your game. Sure I will probably change it ... but I always decided that I would push ahead with what I have access to and what is in my capabilities ... always hoping and believing that I might attract an artists to join the team or raise some funds to contract one in ... but even if that never happens, I am happy to release the game with the assets I have. I paid for them ... why the hell shouldn't I use them.
8-}
10/23/2013 (4:02 am)
Well said Christian ... my current project is a culmination of a few years of research before getting to the point last year December when I knocked up a Prototype (using the FPS Tutorial) in a couple of days and gave it to my colleagues to play during the lull in work here at the office.It was at that stage that I realised that the project had potential and I went on to do a few more iterations, work on the look and feel, and come up with a design that I liked and a development process that would work.
Hence I am now able to do an Alpha launch and currently have about 15 testers (5 extremely active) and I am able to constantly push out fixes to bugs or add enhancements that I would never think about.
The biggest test for an Indie is making that first game ... and I have chosen a genre that is well within the capabilities of the engine and that built on top of that.
I am adding things in to my project that I wished had been in games like Quake 2 and Unreal Tournament ... and although I want others to enjoy my game as well ... I am ultimately making a game that I want to play and a game that I want to finish.
I want to prove to myself that I can do it ... and hopefully that others will enjoy the game as well.
I think these are the fundamental lessons I learnt:
1). Don't bite off more than you can chew. Choose something that is achievable on your own. If others can join you then add on to that but always remember that 90% of the time you will be doing this alone.
2). Don't try to get it perfect from the start. Work at it, let it out there and get feedback and then work on it some more.
3). Don't be afraid to take a leap of faith. Don't hold back on your project, if you have something that is in a format that can be show to people or allow people to play ... release it and accept the feedback and criticism.
4). Don't take it personally. Some people will like it ... some won't ... some will be mean ... some will be arrogant ... and some will just be negative. Take the comments and feedback and then evaluate it for yourself and decide what you will take and use and what is not part of your vision.
5). Don't worry about using bought assets. My current project is full of bought assets, they are everywhere. Some people have identified them but I have found that most of my target market is oblivious ... not everyone knows what Torque 3D is or the Soldier art pack is ... so they don't care ... they want to play your game. Sure I will probably change it ... but I always decided that I would push ahead with what I have access to and what is in my capabilities ... always hoping and believing that I might attract an artists to join the team or raise some funds to contract one in ... but even if that never happens, I am happy to release the game with the assets I have. I paid for them ... why the hell shouldn't I use them.
8-}
#28
http://leeweishar.files.wordpress.com/2013/02/entrepreneur.jpg
10/28/2013 (6:16 pm)
I love to read this one each morning during my coffee/tea meditation thing as the first thing before any work:http://leeweishar.files.wordpress.com/2013/02/entrepreneur.jpg

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