Sunday, July 29, 2007

Flash Lights and Safety Belts

Before we get started, the fine print:

This space is for game design concepts that float through my head.  Some I have discussed and researched intently, others are merely sparks.  Because game concepts cannot be copyrighted, feel free to steal anything you see here.



There, I'm glad that's over with.  Game design is an easy task.  Let me break it  down for you, into four distinct parts:


1.  The Spark.  This is the great idea floating around in your head, the thought that the world really needs a game about a dentist with a knack for killing zombies.  Of the four steps, this is the one that has the least to do with the completion of your project (see this game, for example).

2.  Conceptualization.  While most ideas never get mentioned, never mind published, occasionally one will say, "This idea has some wheels!"  And go off writing up descriptions of game schematics and mechanics.  This is my favorite part, because it lets me know just how brilliant I think I am.

3.  Research.  Once you get a good draft of how your game idea will work, you start researching - bandwidth costs, advertising, potential co-conspirators.  This stage can also be called "Enlightenment," due to it being the place where you learn just how much you don't know, and how much money you don't have.

4.  Abandonment.  Shortly after you begin research, you reach the final stage - abandonment.  You either lack the skills, the funds, or the friends to pull off the task at hand, and you give up.

Perhaps I'm a little negative, but in reality, the average gamer has a dozen ideas for games - maybe one or two good ones - and will create exactly none of them.  Of the none that he creates, zilch will be worthy ideas, and nodda will be actually worth playing afterwords.

With all of this in mind, I made this place to express my pipe dreams.  For while they won't bear fruit, they may gain a place in the wet dreams of fellow gamers.