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My Own Game Feels Worse Than It Is

Started by March 04, 2014 02:33 PM
7 comments, last by AoS 10 years, 8 months ago

Since I'm weird and like games in genres that tend to be unpopular, well its gotten better lately, I learned how to program and got to work on an open source game engine. I made relatively good progress on the programming part, but everytime I started to add the content it got dull. Part of this was that editing XML files is dull as hell. But the main problem is that it was my own personal project.

A good comparison would be Banished. Because he wrote the engine from scratch the dev ended up not adding as much content as people wanted. The gameplay is relatively simple, but still fun. Now, on a technical level Banished is way better than anything I could program, I simply lack the experience to do a lot of things that dev can do. But that's not the main issue. I got mediumly far into setting up the basic city builder economy. Its currently about the level of Banished in depth/complexity/stuff you can make, somewhat modified by lacking the technical skills to do certain stuff. But whereas I could play Banished for quite a while, maybe 20 hours so far, I can't get excited at my work at all, even though it arguably has more stuff to do, and will have even more if I can get my self to work on it, since I saved time by using an existing engine. Even though there's arguably no reason for this feeling, I can't get over it. The only thing I can think of is that knowing exactly how stuff works sort of dulls my enthusiasm.

This happens to me somewhat in modding games as well. In EU4 my mods are always just a little less fun than vanilla, except the parts that are vanilla. Making my own events and nations and idea groups, even when I resist the urge to make them too powerful, does not produce the experience I would expect.

Does this ever happen to anyone else? I get fired up by an idea and make it happen and then its just meh, even if I can have fun playing someone else's game that is similar or even lower quality.

Is there a term for liking your own games less than other people's?

Ive noticed that to overcome that you can either make the game complex (sandboxy, procedural content, open world...?) enough for you to not understand it perfectly, or to add multiplayer which automatically adds content you cannot predict. The latter is particularly effective, since it will work even for a game containing only a chat window (at least for a while).

Its closely related to not being able to make your game fun for others because youve been playing it for so long that you are blinded in a way when it comes to improving it (eg. the game being too difficult, bored of an aspect that a new player would find interesting etc.).

o3o

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knowing exactly how stuff works sort of dulls my enthusiasm.

You've already identified your problem. One key element of taking satisfaction from games is overcoming an obstacle or problem - the more challenging that problem, the more satisfying it is to complete. In a complex strategy game where you completely understand the rules, it is very easy to overcome any challenge an opponent can throw at you (unless that opponent has a lot weighted in their favour). One other key related element is that of surprise - of challenging a player's expectations and providing them with an obstacle that could not have been easily anticipated - a player with a lot of familiarity with a given game will become very good at solving the same types of challenges, whereas an unpredictable element can present entirely new challenges to overcome. By knowing what the game can task you with, you've already begun anticipated means to solve them before you've even played.

One challenge I can think of to offer that provides the most unpredictable result is to introduce an additional human element. Computer opponents are very good at making random decisions, but only within the criteria you allow them to. A human player will make decisions that are potentially more varied, but less random - rendering them a more unpredictable opponent and ultimately more satisfying to beat.

In my experience, the creator is often the person least qualified to judge the quality of their own work. How did you know your games/mods were not as fun? Did other people tell you so, or were you relying on your own opinion? If the latter, then I'd advise you to get your game in front of some other people as a gauge of where it sits fun-wise. That can help you to fine-tune the focus and direction to keep it as fun as possible.

By the time I finish a game, I hate it.

I want to stab myself in the ears every time the theme music starts up, every time I see that animation the graphic artist loved so much I want to puke. I couldn't sit and play my own game at all, not for a moment more than I have to.

Bug reports are treated as hazardous waste, dripping evil substances across my inbox. Game testers run and hide when I pass.

When this lousy programs over,

no more programming for me.

When I get this fecker mastered,

oh how happy I shall be.

No more code reviews on Monday,

no more listening to this tune.

I shall retire to Barbados,

oh how happy I shall be.

Amen.

In my experience, the creator is often the person least qualified to judge the quality of their own work. How did you know your games/mods were not as fun? Did other people tell you so, or were you relying on your own opinion? If the latter, then I'd advise you to get your game in front of some other people as a gauge of where it sits fun-wise. That can help you to fine-tune the focus and direction to keep it as fun as possible.

I know that, but I mean not fun for me. In which case my opinion is what matters. The games I'd ideally like to play rarely get made, so I tried to make one myself. But then when I'm the one who made it its hard to enjoy. Something of a paradox. I cannot make the game I'd like to play because I don't like to play games I've made. I have heard others express this occasionally but I cannot remember where I saw it.

Its not really in a place where I can show it to others in any case. Since I hit this fun-wall when I was setting up the basic economy part. Its certainly not balanced well. I am more concerned with the feeling I have than getting my game evaluated, though.

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I am one of those utility guys. I get bored make something that has no future benefit. I would rather make assets for games that others find satisfaction in using. I too come from a slight "modding" background. I started on ModTheSims. All I did was make content for the sims game that others could use. I got more satisfaction out of that than playing the game itself. I wasn't making it for me, but for others to enjoy. I never used my own stuff even.

If editing XML files feels like busy work, just play some music while doing it, it will pass the time. If you have it all planned out, it shouldn't require much thought.

However, nothing builds up enthusiasm as good stepping stones and milestones.

I spent a good amount of time once just making an intro to a small movie I was making with the Sims. Every time I watched it I got excited and wanted to add more stuff. My issue is that my ideas just get too big for my abilities, and that is when I fall away.

They call me the Tutorial Doctor.

You do realize that after months of grilling work, fixing and introducing new bugs, you'd learn to hate your game?

You'd hear the same theme song over and over again.

You'd see the same main menu over and over again.

You play the same level doing the same thing over 100 times to reproduce bugs, and verify that they are fixed.

It's exhausting and it's only natural that you hate what you created

You do realize that after months of grilling work, fixing and introducing new bugs, you'd learn to hate your game?

You'd hear the same theme song over and over again.

You'd see the same main menu over and over again.

You play the same level doing the same thing over 100 times to reproduce bugs, and verify that they are fixed.

It's exhausting and it's only natural that you hate what you created

But, if no one makes games I like, and they tell me to make them myself if I want them, and I do, except in the act of making them I assure my hatred of them, then why do video games exist except to torture me with what I can never have? The world is a cruel, cruel place.

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