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Do you ever feel like making games you don't like playing?

Started by September 05, 2013 08:54 PM
18 comments, last by Tatsunami 11 years, 2 months ago
Working and releasing indie games, I always have several ideas and design docs brewing, but sometimes I get urges to develop games I know I don't actually personally enjoy playing!

For example one Of my first games ever was a Dos mode 13h strategy game... even tho i Generally dislike and terribly suck at strategy Games. More recently I've been craving making (and already have a partial design doc) for a Zelda/roguelike action rpg, even tho I don't like Zelda games and get bored of rogue likes or binding of Isaac within the first hour.

Anyone else ever get that? I wonder why.... Fatigue from other types of projects? Passing phase? Or difference in creative production vs leisurely consumption of medium?
Comrade, Listen! The Glorious Commonwealth's first Airship has been compromised! Who is the saboteur? Who can be saved? Uncover what the passengers are hiding and write the grisly conclusion of its final hours in an open-ended, player-driven adventure. Dziekujemy! -- Karaski: What Goes Up...

Gosh,. we all are freaks who wants to combine all the best games that impressed them very selfs..... no professional duty around here

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I myself want to combine Gothic 2 (great adventure world) and Blade of Darkness (killing combat system).


I get urges to develop games I know I don't actually personally enjoy playing!
The sad truth is game developers almost never want to actually play their game when they are done making it.

After you have invested 2000-6000 hours of your life developing the game, fixing bugs in every corner of the game, writing cheats so you can quickly get your way through almost every aspect of the entire game countless times, there really isn't much point in playing it again.

Guess I'm one of the few who doesn't want want make games I wouldn't want to play; actually I'm significantly more picky about what I'd make or help make than what I'd play, same way I'm much more picky about what I'd write than what I'd read.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

I myself want to combine Gothic 2 (great adventure world) and Blade of Darkness (killing combat system).

Blade of Darkness was amazing! I finished that game like 7 times...

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I get urges to develop games I know I don't actually personally enjoy playing!
The sad truth is game developers almost never want to actually play their game when they are done making it.

After you have invested 2000-6000 hours of your life developing the game, fixing bugs in every corner of the game, writing cheats so you can quickly get your way through almost every aspect of the entire game countless times, there really isn't much point in playing it again.

True -- but I don't know if that necessarily translates to similar feelings while actually working on the game, especially if its a one-man-project or small team. Sometimes I get interested in some particular kind of technology and think I could apply it to some kind of game I don't enjoy playing, but I think if I ever gave into that feeling and made a game I wouldn't enjoy playing, that I'd never have the motivation to actually finish it.

Maybe I could do it on a small scale -- like for a game-jam or as a short-term, experimental, give-it-away-when-you're-done kind of thing. But for a size and scope that I might hope to sell one day, I don't think I'd last.

For me, I have to enjoy the project I'm working on now, even if I'll be sick of even looking at it by the time its finished. YMMV.

throw table_exception("(? ???)? ? ???");

i've done a couple that were't my cup of tea. one was an arcade version of a RTT, using the RTT's game "engine". It was just a pre-processor command that compiled two versions of the game with different mission / level progression. the other one, i was asked by a publisher to see if i could come up with some new product for them, of a particular game type.

but i too am temped to do game types i don't play. sometimes for the challenge of building a new type of game, sometimes because i think i could do them better. before i got into building games, i wrote one of every major type of app, just to learn how it was done.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php


Sometimes I get interested in some particular kind of technology and think I could apply it to some kind of game I don't enjoy playing, but I think if I ever gave into that feeling and made a game I wouldn't enjoy playing, that I'd never have the motivation to actually finish it.

i'd say that situation would call for at least a 48 hour rapid prototype. it may turn out to be cool. You'll never know if you don't test it.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

I think its a content problem. You know all the content too well to enjoy the game. But if you make a moddable game and other people make new content, its not as bad because you don't know exactly how every little thing will work out.

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