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Completed games and you

Traditionally, game development is focused on building up a system, releasing one or two demos for feedback, and eventually coming out with a complete project. In this case, “eventually” usually means months or years down the line.

But what if that could be different? What if a developer decides to generate the complete product first, then improve upon that with subsequent releases? In other words, instead of showing off an incomplete game and trying to finish it, why don’t more people create full games, and then make them fuller?

flixel

Hey, it's that flixel guy again! We re-use his pic at every available opportunity.

The idea may sound odd at first, but it makes a startling amount of sense once you dig into it. High-profile developers do it all the time: commonly, it’s the approach used for game development tools and frameworks such as flixel. In these instances, an initial offering is made available to the community and then expanded upon through subsequent versions (flixel, for example, currently stands at v1.25).

Games themselves also fall under this umbrella. It’s not strange to see multiple IGF entrants in any given year sitting on the beta phase, or adopting the label of “work in progress” despite the fact that they seem to be complete titles. Or maybe a long-term project has insisted on keeping its version numbers strictly below that solemn and final 1.0, racking up a long list of nines after the decimal point because they insist that it’s not yet done.

Dyson (now better known as Eufloria) was one of the games to take this approach, as was Spelunky. Both were fairly complete and playable long before their official finals (particularly Spelunky), and both enjoyed considerable media attention and swelling fan bases during their development. These games are only two examples among many.

dyson

Dyson (Eufloria) has only just hit the market, but people have been enjoying it for a long time already.

So, how does this paradigm benefit us? Let’s count the ways.

(1) Motivation. More than anything else, releasing and marketing a complete game (even if you’re not yet satisfied with its level of polish) is a huge boost to morale because the product will be acknowledged, played and enjoyed by a far wider variety of people. With this approach, the first version of your game doesn’t merely garner playtesters. It actually secures you a bunch of fans!

(2) Feedback. If you’re prepared to take a few knocks, criticism from “real” players can have untold value. They’re frank, they know what they want, and they’re the best representation of your market because… well, they are your market. (On a side note, if you aren’t good at taking hard knocks, this article may help you out)

(3) Marketing. While demos and previews will sometimes be picked up by game journos looking for news, it’s much easier to construct, promote and hype up a product that people consider relatively complete. And don’t worry about blowing your marketing load too early: if your game’s good, reviewers will come back and do an updated report later!

So if you’re unmotivated, unseen, or otherwise struggling with your game development, consider going with this development style. It’s no guarantee for success, but it’s certainly a fine pick-me-up if you find yourself in a rut.

A case for simplicity

I used to think that the concept of a simple, straightforward game was rather icky. Things like classic sidescrolling shooters or run-and-jump platformers were, at best, mere paving stones on a path leading to the “good stuff”. Oh, how naïve I was!

The truth of the matter is that many good games out there are simple. To this day, tried and tested formulae are holding strong against exotic RPGs, “revolutionary” FPS mechanics, and convoluted simulations. People find run-and-jump platforming to be as satisfying today as it was back in the era of Super Mario Bros. Many modern racing games hold the same core appeal of Atari’s Pole Position, throwing on bells and whistles like physics and crash models to convince players that they’re somehow doing something new. Sites such as Retro Remakes and the success of games like Lode Runner on Xbox Live demonstrate that people still enjoy core classics. Why add complexity when you already know what sort of cool stuff players go for?

loderunner

Lode Runner. It's 25 years old, but good design can still keep it fresh.

By using a simple concept for your game, you’re offering yourself several advantages right off the bat. For a start, it’s generally a lot easier to manufacture and polish a product that isn’t bogged down by design complications. Instead of throwing away precious time on building an RPG with fifty billion weapons, enchantments, enemies, and armour combinations, you can craft just a few elements and figure out how to combine them in different and interesting ways. This is a far greater show of design skill than “brute force” content or rule generation. Checking up on Flash portals such as Kongregate will reveal lots of popular games that follow this line of thinking.

If you decide to go along the “retro” route (faithfully reworking a popular concept) there are also quite a few possibilities open to you (as long as you don’t slip up and do something too legally iffy). That’s not to say that you’d necessarily do a cast-iron remake of Sonic the Hedgehog, but taking the core premise and adjusting it to be slightly better can yield some impressive results. Case in point: Tom Sennett and Matt Thorson have a game called Runman, which uses speed and momentum in a way that many reviewers argue was missing from the original Sonic. You’re rarely able to die, there’s no rings to collect, and arguably the game can simply be summed up as “get from A to B in the fastest time possible”. And hey, it does this really, really well.

runman

Runman: Race Around The World is simple, charming, and oodles of fun

Remember: there’s no problem with creating something that has a simple premise, or draws inspiration from classic, “one dimensional” games. Titles which have a simple, easily explained (and easily learned) premise tend to rock people’s socks off: the skill lies in what you do with the game rules that you have, rather than trying to create more just to be interesting.

Get played!

Game development is about you, your product, and your audience. It’s as simple as that. Unfortunately, many of us struggle with the audience bit — whether it’s through shyness, laziness, or a combination of the two. In any case, something needs to change.

Learning about your potential media outlets is always a good first step. Read on and find out more about where to promote your project — complete with examples of Game.Dev Comp 23 entrants who are using these avenues to successfully market themselves.

Facebook

Regardless of whether or not you actually like Facebook, there’s no denying that it’s a good promotion vehicle. If you have an account, set up a Facebook fan page for your game. Renowned marketers have sung its praises, and Comp 23 entrants such as TF2: Goldrush have used it effectively.

facebook

Love it or hate it, Facebook works.

Blog

Though not as powerful a marketing vehicle as Facebook, blogs are still rather useful to keep around. If anybody is interested in your game, it’s nice to have a specific Website to direct them to for additional information.

Just don’t expect blog advertising to swell your ranks: it’s the sort of thing that generally receives attention when somebody is already sold on the concept of your game. Valuable, but not as easy to maintain. Still, Comp 23′s L4D card game has the right idea: in fact, its creator has a pre-existing blog to take advantage of. Bonus points!

Twitter

Twitter is like the lightweight version of blogging: while also arguably more difficult to promote than a well-placed Facebook page, it’s very easy to maintain and is an important way to keep fans in the loop about game updates and future projects.

Here’s a sample Twitter feed from Comp 23, for a game called Pea Adventures. It’s still rather small, but it’s already demonstrating Twitter’s potential for cross-linking and micro updates.

Forums

This point has been drilled in before, but it bears repeating: sign up to a game development community and get involved. You’ll have a free audience, free critiques and free advice. Not to mention that being surrounded by like-minded people is always rad. Starting off somewhere local such as Game.Dev is great, but the more marketing-savvy should also look further afield in places such as TIGSource.

Site Reviews

This may sound like the “big fish” (and looking at IGN may indeed be a bit hopeful), but smaller sites such as IndieGames and even Rock, Paper, Shotgun will gladly check out most indie offerings. Journalists aren’t as evil or snobby as most terrified devs would assume — poke them and see what happens!

I’ve personally enjoyed three reviews on IndieGames without investing any effort (the most recent being Comp 23′s Onslaught of the Electric Zombies), and their general review lineup reveals an openness to newbies and experimentation that is genuinely quite refreshing.

And remember …

When it comes to marketing, just do it. You’ve got nothing to lose, and unless your tactics involve several kittens and a flamethrower, chances are that you won’t do any long-term damage to your reputation.

People are generally more supportive and interested than you otherwise might think: your job is to prove this.

How to steal stuff properly

Today, there’s about a bajillion hard-working people out there offering up all sorts of dev tools, programming libraries and miscellaneous cool resources for the average game developer’s use. Many of these resources are — lo and behold — free. Not just free as in “free speech”, but as in “free beer”. And that’s pretty awesome.

Most freeware devs are genuinely quite happy to see their tools and resources being used for someone else’s games. This may well stink of flowers and unicorns, but it’s true: if you’re polite enough to fire off thank-you messages once your project is finished, chances are that you’ll get a bunch of pretty cheerful replies as opposed to legal threats and requests for money.

However, not everything is quite right in the resource-sharing utopia, and one must always be mindful of the following cautionary points:

(1) ALWAYS give credit where it’s due. A simple line in your readme can make the difference between a warm reception and a Limbo of the Lost witch hunt. It’s just like writing an essay — if you don’t want to be accused of plagiarism, you source information properly. It’s not just some law, either: it’s the decent thing to do.

oblivion image

It's time for the illegal adventures of Sir Scammy Stealsalot and his noble steed, Copyright Infringement! Crappy names, we know.

(2) Speaking of Limbo, here’s another piece of important advice: always remember that some resources simply aren’t free. Using a copyrighted image from Oblivion, for example, fits squarely in the “totally illegal” category of resource sharing no matter how many times you throw “BETHESDA RAWKS” into your credits section. Similarly, but less obviously, other file resources may be free for use in some respects but not others. Read the fine print: if a particular resource is only free for non-commercial use, don’t throw it into a game that you’re planning to sell.

(3) If you’re making a fan game or a project that somehow nods to your favourite AAA Xbox title, understand this: you’re entering shaky legal territory. It doesn’t matter that you’re a small-time dev. It doesn’t matter that the game is free, or that you’re making absolutely no cash from it. It won’t even help if you generate the art and sound resources by yourself. The original game developers, if they so choose, have every right to bring down the hammer.

(4) On the flipside, making “Bob’s Super Mario Adventure Land 6″ doesn’t necessarily make you a felon or instant lawsuit fodder (AGD Interactive’s Sierra remakes have done fine enough). And fan remakes are super duper fun! Just understand — and accept — that you may be called out at some point with the “cease and desist” spiel. It’s a slap on the wrist, but you’ll emerge unscathed: assuming, of course, that you weren’t trying to sell anything!

In the end, just bear in mind that there’s a lot of stuff out there. Some of it shouldn’t be used in your game. Some of it should be used rather carefully. Don’t let it scare you off using the stuff that is genuinely free: just approach the matter intelligently. The industry will thank you for it.

Dealing with playtesters

Creating a game involves having others play it. Unless you’re a weird, smelly hermit who doesn’t like people or the Internet (in which case you wouldn’t be reading this), you’ll eventually want an audience for your masterpiece.

These guys are totally checking your game out.

These guys are totally checking your game out.

Of course, it’s this same audience who will be providing you with feedback while the game is in development: after all, how else will you figure out that your game is way too hard/easy/filled with unicorns? So here are a few points to consider when you’re on that all-important quest for player responses:

Sourcing

As a rule of thumb, it’s best to approach fellow game developers when you’re looking for initial feedback. Not only will criticisms generally be fairer and more constructive, but you’ll be addressing people who are used to analysing games on a deeper level than the average gamer. What you’ll effectively have is a two-in-one bundle: people who can put themselves in the shoes of your audience while still relating to you as a developer.

That’s not to say that you shouldn’t use “ordinary gamers” for your feedback process: in later stages of the game testing process, their input will actually become the most valuable. It’s just a lot easier to get input from people who are in the same merry boat as you.

lolcatsIntimacy

You don’t have to go cuddle the playtesters in a corner (unless that really is your thing), but it’s a good idea to grab willing participants, sit them down in front of your PC and ask them to play the game in front of you. Watching players fumble through your game can offer pointers that you wouldn’t find anywhere else: you can watch them struggle, excel, or otherwise deviate from your “intended game plan” with greater precision than their own understanding would offer.

There are drawbacks to this method, of course. Your very presence can potentially interfere with a game session, either through intimidation or spoilers. Make yourself inconspicuous, whip out a notebook in some darkened corner, and learn to shut up. Every bit of information that you volunteer during game time will reduce the play session’s integrity: if you warn testers about a boss character before it arrives, don’t expect them to react naturally when it bursts out of the wall.

Selection

Finally, bear in mind that not everyone’s feedback is valuable. On the most obvious level, there will be people who either slander your game outright (“I HAD MOVE BUG UR GAME SUX KTHXBAAI”) or praise it unnecessarily (which is kinda nice, but not exactly helpful). But you have to be picky about constructive feedback, too. On occasion, people will make suggestions that won’t fit with your game’s ethos, or may even just be plain ol’ bad. Sometimes, one group of people will like a certain feature while others don’t, and then it gets really tricky.

In the end, no matter what feedback rituals you follow, it’s important to remember that any given piece of advice isn’t the Word of God™: it’s just a springboard, and the big decisions ultimately have to be made by you.

Approach the matter critically. If you can properly balance faith in your own design with respect for your audience, your game will be far better for it.

Feeling board?

Recent weeks have been particularly chock-full of interesting and easy ways to kick-start your game development career. But there’s something of a trump card that hasn’t yet been revealed: the humble board game.

“But sir!” I hear you cry, “I’m here to make videogames! What’s with this analog nonsense all of a sudden?”

Slappity slap, heathen. There’s nothing wrong with a good old board game, card game, or pen and paper RPG. In fact, let us count the ways in which board game design is actually more awesome than its digital counterpart:

All of the good devs do it

arkham_300

Most board games come with multiplayer support... and some very interesting AI behaviours!

In a sponsored feature entitled “How to be a Game Designer Right Now”, Game Career Guide explains several accessible ways to get into game development. The first point? “Going analog” and designing board games. Then there’s the Rock, Paper, Shotgun series on classic board games, said to be the most extensive and in-depth set of reviews the Website has ever written.

The point? Well, if you tap the shoulder of any veteran designer out there, chances are that they’re not going to frown upon board game design. Indeed, it’s quite possible that most of them have made their own analog game at some point, even if it consisted of cutting up little pieces of lined paper in primary school to make a card game for their friends.

It puts the focus where it matters

With even the easiest of videogame dev tools, there are a few hurdles to overcome. There’s events, tables of actions to choose from, sprite drawing, and bugfixing to take into account. It is, quite frankly, a horrible waste of your time. In contrast, board games and their brethren truly start to shine.

In a board game, you only have to think about those elements most crucial to the game design process: resources, rules, game balancing, and raw fun. Want a wizard to shoot a fireball every six steps? In programming terms, that becomes a chore. In a board game, the rule simply has to be declared, and the player can envision it.

boardcode

With board game design, you don't need to get caught up on syntax.

It’s more fun

That’s right. It may sound like heresy, but designing board games is more fun (and more rewarding) than making a videogame. With the former, you can create a working concept in an afternoon or two, and have some like-minded friends gather around a table the very next day. And the next. If they like your game enough, you’ll probably see school or work breaks being swallowed up by these “sessions”. How many people, complete beginner or not, can say the same for their videogames?

Even if you ignore the rest of the advice in this article, remember one point above all others: board game design can be the most rewarding experience of your early game development career. You really have no excuse: if you think analog games are fun, you should be making one yourself. If you don’t think they’re fun … well, it’s time for you to make one that is.

Three “No-go” ideas for new devs

To put it simply: new developers make a lot of mistakes. It kinda comes with the territory of being, well, new. If you’re interested in spotting (and avoiding) some very common newbie pitfalls, have a quick gander at this checklist of what you should absolutely, positively, never ever do. It’s educational, we promise.

Don’t build an MMO

If you’re relatively new to game development, chances are that you’re not going to be able to match the efforts of dozens of industry veterans equipped with the latest in computer and networking hardware, slaving away 24/7 in a market where all but the most high-profile games are constantly running the risk of fading into obscurity and bankruptcy. Point made yet?

Look, it may be fashionable, but don’t launch yourself into a behemoth just yet. This advice applies to MMOs, projects of technical wizardry, and Fallout 3 clones. Sure, you may think that you have the time and dedication required. But consult the following professional-looking graph first:

graph

Don’t try this one at home, kids.

Don’t go hardcore

This piece of advice is the bugger that has to be reinforced the most often. People will leap into C++, 3D, machine-level assembly coding, and those abstract DOS tools that nobody really uses anymore unless they’re trying to prove a point (you know the kind) and then produce… well, nothing. They’ve found themselves so caught up in all the little intricacies, that they’re actually struggling to make a product.

There is definitely an argument for using these sorts of tools: it’s a learning experience, to be sure, and the mad rep you get from it will certainly earn the respect of your Grove Street homies. But it’s not the route that you go down if you want to produce results. And if you think that coding 3D geometry from the ground up is cool, remember Einstein’s famous words:

einstein

Don’t hide

When you show your game to people, they’re going to give you feedback. Not all of it is going to litter your path with rose petals and chocolate bunnies, so you must accept that your game is going to be picked apart at some point. Even the best devs out there still receive crits for the projects that they make – you’re no exception.

waldoAlso, while idea theft is a sad, sad reality in the world of game development (particularly in the more mainstream areas, where legal things like NDAs suddenly become very important), chances are that it’ll probably not happen to you. Seriously: if you have a cool little idea and post it on a small forum somewhere, there is a very, very low possibility that somebody is going to be a dedicated enough dick to go ahead and sweep your idea from under your feet. Stop worrying.

In conclusion: just relax a little more with your game creation! When you’re a beginner, there’s no shame in doing beginner’s stuff. You’ll learn faster, better, and with a great deal more enjoyment. We promise.

The organised developer

If you’re working on an ambitious game development project (which you totally are, so don’t go and hide it now), it’s pretty much guaranteed that you’re going to get lost at some point. Why? Because game development isn’t a trivial undertaking, silly. You have to get yourself organised if you want to max out your game development potential, so here are three easy pieces of advice to follow:

1. Start commenting your code!

Code comments can add clarity. And sometimes flavour.

Code comments can add clarity. And sometimes flavour.

It may sound cheesy — or painful — but you need to get into the habit of commenting your code. Why? Because it’s very, very easy to remember what your code does for, say, a few days. After that, things get hazy. Writing a “plain language” comment in the middle of your code, such as “//This algorithm lets the character do backflips” (the slashes are comment markers so that your compiler doesn’t throw a fit) allows the future-you to look at the code you’ve written now and go, “Ohhh, THAT makes sense!”

Commenting your code also prepares you for work in a team-based environment: after all, how is another person supposed to interpret the gobbledegook that you’ve scrawled unless you leave an explanation?

More code commenting evangelisation over here.

2. Get a design doc!

Design documents are the theoretical skeleton of your game, outlining rules, interactions, and classes, so that you have a nice overview of everything before you dive in and realise that you have to rework entire sections due to poor planning.

“Proper” design docs are pretty technical, involving scary stuff like state diagrams, interaction events and data modellers. For hobby dev, however, you’ll want to do something a little less intense: just get yourself a notepad document where you can scribble all of your game design ideas, flesh out potential obstacles, and try to make predictions about what the game will need.

You can even go wild and use the doc as a canvas for free writing.

3. Start a dev diary!

A dev diary is a very flexible concept. It can be personal and informal, or public and structured. It can even take the guise of a simple forum thread, where the game’s creator regularly posts updates about the project’s progress.

Writing about the work that you do can have a positive effect on your productivity: it forces you to think about what you’re doing and how quickly you’re achieving your project milestones. This promotes a more disciplined, deadline-oriented mindset.

If you get more ambitious, it can even be used as a marketing tool for more high-profile game development projects. For a great example of this, consider the Wolfire Blog.

A screenshot from the Wolfire dev diary. Pretty-looking, yeah?

A screenshot from the Wolfire dev diary. Pretty-looking, yeah?

And don’t forget …

Have fun with all of the above! Make witty commentary in your algorithms. Sit down for ten minutes and scribble the most random ideas you can think of in your design doc. Start working on a Starcraft-themed brawler and post up your dev diary for entertainment value and great justice.

Get organised in a fun way, and the rest will follow!

Game development: reading up

NAG may be your bread and butter for gaming news, but how do you find out about game development? I’m not just talking about those slice-of-heaven tutorials and handy beginner guides written by handsome NAG devils: I’m looking at interviews, indie game reviews, postmortems, industry analysis, and chocolate cake recipes.

I’m talking about being a well-read game developer.

“But wait!” you cry. “Are you not the be-all and end-all dispenser of ultimate wisdom (at least according to your own column)? I wanted to use X game development kit, so I’ve read up on the X tutorial. What else would I need?”

Quite a bit, actually, if you want to take game development seriously. And you can never start too early. Let’s have a look at just three examples:

gamasutra_logoGamasutra
Killer feature: Member blogs
Gamasutra is one of the first stops on the Internet for a game development enthusiast . Although it has quite a lot of content, one of the sections that I would wholeheartedly recommend for newbies is the recently-established blog section. Blogs can be started up by anybody who has signed up with Gamasutra (even you, you shy little bugger!) and represent a mixture of hobbyists and industry professionals who are all sharing their opinions on a daily basis. This is your chance to get to know what other people think about game development, and whether or not your own thoughts are on the right track.

IndieGames
Killer feature: Indie game reviews
The IndieGames blog is a very popular news stop for a lot of indie game developers, but what I find particularly useful about it is its daily pick of freeware and browser-based indie games. I cannot overstate the importance of getting out there and exploring indie games as an educational process. Try the following: pick at least one game every day from this blog, play through it and think about it afterwards. Identify at least one strength and one weakness in the product. Then eat a cake to celebrate.

tig-logoTIGSource
Killer feature: Community
I’ve evangelised game development communities before, and I’ll say this again: TIGSource is my favourite bunch of game creators on the Internet (aside from the beloved home base at Game.Dev, of course). Not only does the TIGSource blog offer a variety of interesting insights about the game industry on a daily basis, but most of the reports stem from its very own community of eager creators, submitting announcements and newly-finished titles from within the TIGForums. Make friends and enter a community of like-minded development maniacs!

These are just a few of the many places that you can visit for more information on the game development industry. This weekly dose of NAG advice can give you a springboard, but if you want to take the art seriously, it’s definitely good to entrench yourself in loads of further reading, too. Want to find specific kinds of game development material? Leave your questions in the comment section. For now, have fun surfing!

The dummy’s guide to making games

Have you ever wanted to establish a lifelong career in game development? It’s actually a remarkably easy thing to do, and you don’t even have to be a reclusive, basement-dwelling sociopath to do it properly. Take a look-see at the suggestions below.

1) Get a rapid game development kit.

One of the best starts you can make in game development is … well, developing games. Use whatever tools you can to generate unique titles quickly and easily. Yes, you may not get the awesome 3D particle effects of Ridiculous Rubbish version threeventeen-blorgh, but you’ll receive something far more valuable: experience and a set of finished products. Start small. Start easy. Try out something like Game Maker and have a little fun.

2) Try modding

If you feel more secure attaching yourself to particular games and generating custom user content, then you’re welcome to try that too! Heck, don’t even worry about making full-blown stuff like Counter-Strike and UT mutators. Just pick up your favourite game, go into the level editor and create some fun and engaging challenges for your friends. At the end of the day, even DotA is just a fancy Warcraft III map.

Damnation by Blue Omega, which began as mod for UT2004.

Damnation by Blue Omega, which began as a mod for UT2004.

3) Code your own engine, get snapped up by EA and release the ‘Next Big Thing’.

To be honest, this probably isn’t going to happen. But it would be really cool if it did.

4) Get schooled

South African universities are starting to present exciting new opportunities for students interested in game design, offering development-oriented courses for those aspiring towards the lofty heights occupied by the likes of John Carmack and Jonathan Blow. UCT and Rhodes are already offering game development courses, and others are quickly jumping onto the bandwagon – keep this in mind if you plan on studying next year.

5) Join a community

We all go a bit nutty in isolation, so share the crazy with a bunch of other lunatics who share the game development vibe. Have a look at joining local communities such as Game.Dev – not only will you be surrounded by people in more or less the same boat as you, but they’ll be able to give loads of advice that this 400-something word article would never be able to cover. So sign up, get chatty, and start devving!

No matter which route you take, always remember that making a good game is something that takes practice – much like learning how to ride a bike. Fortunately, it’s not that hard to make a simple project, and every random prototype that you construct will give you more experience and ideas to work with in future endeavours. Give game development a go. It’s an easy start, we promise!

Be sure to keep an eye on NAG Online for weekly articles about improving your game development skills.


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