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Your dream game does not exist.

the myth of the ‘dream game’

so about an eighth of the people i’ve talked to in my generation have told me they wanna be game devs. game development is a really neat intersection of technical skill and creativity, and it also makes video games, which everyone loves. aspiring devs will often get into the field because they have one or two ( or ten ) ideas for the perfect game. however, i gotta say, that perfect game is never going to happen, and there’s a good reason for it.

usually when a new developer tries to make their dream, game they start by producing a shit ton of hand-drawn concept art, a shit ton of design documents, and maybe they even find some friends to join their team. but, notably, there’s no prototype. prototyping should be, like, the second thing that happens, just after “have the idea to make a game”.

it’s crucially important to make a shitty prototype first, where it’s literally just boxes running around and shooting other boxes in the default unity scene. that empty world, that flat white plane stark against the blue/grey/brown gradient background, is the crucible of dreams, where anything can happen. it is also where like 90% of projects die.

when you prototype a game, it changes a lot. by the end of the first 20 hours you’ll be making decisions about what’s too hard to program, what’s not worth it, what would feel great to add, and what’s truly important to the game. this is one reason why having your dream game all thought out, with mechanics, characters, and story, before development even begins, is a recipe for failure. the prototype will murder your dreams.

as it turns out, planning lots is more hurtful than helpful for indie devs, ESPECIALLY solo ones. it sets up oversized expectations, it can be overwhelming, and most importantly it restricts your ability to change things on the fly. let’s try an example:

you wanna make a PvE shooter. you’ve decided on 5 weapons, including a shotgun and a rocket launcher. there’s already concept art and a story written for the character, a shotgun-wielding cowboy. now, for whatever reason, during prototyping and testing you find out the shotgun feels like trash and it overlaps with the rocket launcher because they’re both responsible for mid-range crowd control. for the sake of argument, let’s say you decide it’d be best to get rid of the shotgun. only, you can’t without sacrificing your entire vision for the game. so either you continue with the shotgun-wielding cowboy idea, even though it’s bad, or you destroy hours of hard work and daydreaming.

it’s not a great example, but the point here is that if the prototyping and programming had come first, then the character could have been designed based on the game’s needs, yknow? like whats important to communicate? how does this weapon design reflect its function in-game? what are the arms gonna look like in first person? there’s a thousand little things like this that come naturally and easily when you work on a project function-first, form-second. you cannot think of all these things ahead of time, they are an emergent threat, so to speak.

so how can you stick to your idea of a dream game, when a good game has to change drastically during development? you can’t design a weapon’s model based on its function when its function hasn’t been tested, changed, tested, changed, and juiced up a little. the iterative design process is ESSENTIAL to decent games.

the last point i’ll make is that, if you’re a new developer, you do not have the skills to make your dream game. sorry. there is no true example of a developer making their big break first try. even toby fox was making earthbound romhacks YEARS before undertale. by the time you do attain the skills to make your dream game, you’ll be a totally different person, with a totally different dream game.

game development is a pretty ruthless hobby. it takes a long time and the gratification is very, very delayed. the truth is if you wanna be a game developer you’re gonna have to love to program, you’re gonna have to love troubleshooting stupid issues and working with placeholder assets and messing with vector mathematics until your dick falls off. if you wanna be a game developer, you’re gonna have to love whatever you’re making, and youre gonna have to love making something MINISCULE and KINDA BORING.

and that’s okay!! that’s okay. go over to itch.io, look at all the beautiful tiny things people have poured their soul into. game dev doesn’t have to be about these big, illusory dreams. it can be about gluing stuff together and having fun.


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  1. i was just talking about this with a friend recently!!! the morphogenetic field is working its magic… i was sharing some promo vids for a turn-based battler called Ledgerbound (because the HR dragon lady is kind of a baddie. mostly because of the voice acting) and someone made the point that as it’s another twee indie video game, it’s probably going to suck. especially because they don’t really like turn-based RPGs (fair).

    as i am wont to do i got up on my beautiful stallion and donned my alabaster armor to protest loudly that even if it’s a bad, twee little game, it means a lot to me that it exists. no one makes a perfect game, like you say, and the fact that someone’s put the effort in to make something is still something so valuable to me. i dog on yandere dev, but he did make a game, you know? what can i say?

    i can second this point in the world of ttrpgs; i also helped a friend build out a Darkest Dungeons-inspired hack of 5e, and i think i routinely was telling her to dial the expectations back a bit. no system is perfect; no game will be run ideally. the best home games i’ve run and most fun i’ve ever had have emerged out of a hastily-thrown-together first session and a car-ride-length planning session based on character backstories. in contrast every game i sat down and wrote a bible for has withered and died within a few sessions (probably due to scheduling problems, as is the serial killer of ttrpg sessions, but still), or i had to DRASTICALLY rewrite the direction i sought for the campaign as i learned what my players valued and pursued. i am reminded of the evergreen brennan lee mulligan clip where he talks about one of the first times he ran D&D he set up an adventure module whose starting scene was about a doomed marriage (because the bridge and groom did not match. at all.) and instead of cajoling the pair together as the module designer intended the players decided to help the bride escape her responsibilities and restrictions on freedom. and so he tossed it all out.

    honestly that’s probably how it is with any creative pursuit; make it exist first, then touch it up. no writer ever got their magnum opus down first go; no programmer ever wrote the perfect, performant script first try. i’m reminded of your blog post (can i start calling them blosts?) about caring less — and that’s at the core of this for me, really. the more i can admit to myself that a thing won’t be perfect, the more room i give it to grow. no gardener ever grew a beautiful flower by impatiently tugging on it before it was ready to sprout, you know?

    incidentally i spent several hours today sorting this exact issue out when it comes to installing shelves in our new garage. ultimately for something like this it’s about making it work first rather than designing the prettiest shelves, and so i spent a lot of time getting bopped on the head by errant 2x4s and redrilling miscalculated holes. there are HOLES EVERYWHERE IN THE DRYWALL AUUUUUGH

    but yeah if i spent all day worrying over the ugliness of the bare boards or the extra FUCKIN holes i’d never get it done. so we stay silly and pragmatic :3

    i could go on and on about premature optimization and stuff like that. the demons that haunt me… it’s always so lovely to see someone beam a searchlight onto them and articulate them exactly, dissect my issues in an autopsy and present their mechanics to me in a new light. you’ve got a talent for it!!! as always a big fan of your musings… inspiring me to finally get around to finishing my 5 simultaneous blost drafts. [obligatory apology for soliloquizing (whoof that one took a few tries to spell) in your comments..!]

    1. omg okay sorry for double texting but i misspelled “bride” as “bridge” in that big paragraph about tabletop games and i’d just like to announce that i am ashamed and submitting myself for lashing immediately so as to be made right with god and country

  2. While I’m not wholly unfamiliar with this concept I feel like it hasn’t stuck with me much and I could see myself still making these mistakes. So if I ever try to make a game I’ll have to picture snotgrl looking at me sternly lol.

    – Hestia

    1. takes practice 4 sure, its really easy to aim too high with such a demanding hobby

  3. new type of bottom surgery just dropped: messing with vector mathematics until your dick falls off

    anyway, i remember being on a walkies with you and listening to your thoughts on this. it’s cool to see it in post form !

    I really do adore the tiny bullshit games you can find on itch <3
    sometimes a good game is small and weird and looks funny

    1. idk if this is a common experience but the first time i saw someone actually trying to make a small game and having a good time with it, it kinda rocked my world. its crazy how good a simple creation can be

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