Copyright (C) 2019 Alan Emrich; all rights reserved
So, you have been around the game table a few times, maybe a few years. Now, you have this great idea for a game. You know a lot of people would like it – you would like it, right, so why wouldn’t a lot of people? The real question is: how do you go about actually creating a new game?
Begin with some self-assessment. In much the same way that many kids grow up wanting to write a novel, gamers grow up wanting to make a game. It is a creative urge inside us desiring an outlet. Know that your desire to make a game is not out of the “game stream” and quite common. Every gamer, and I mean every gamer, has their “great idea for a game” inside them; if not now, they will soon. Like The Walking Dead, among gamers we are all infected.
In my articles, I will stake you to some valuable advice about making games. Whether it is systems, mechanics, ergonomics, publishers, printers, crowdfunding, marketing, or gamers themselves, I have been living “this dream of making games” since the mid-1970s. I’ve worked with more programmers, artists, and managers than I can remember and have assiduously tried to learn from each of them.
When I started my journey there were no courses, no books, and no schools to teach me about making games. Unable to turn to an internet that was still decades from invention and well before the age of personal computers, we created and published great games applying the same art, craft, and science still used today (now made easier by modern technology).
Let us examine making games together and, just as every great journey begins with a single step, I would like you to share a series of epiphanies with me for your first step. These will light the path’s beginning to game creation. Be warned, this is not the advice you might be expecting; it is something far more fundamental:
By now you are thinking, “This guy must be a frustrated English teacher!” If so, you missed by 180 degrees; I was a faithful failure in English classes until I started writing about things that I really cared about – games. Ironically, me, the kid who couldn’t spell, was publishing four different game magazines when he finished college. And the hardest thing to learn was that I could not rely on the receiver of my information for effective communication, only the sender (me).
And here ends the lesson. You’re not going to “talk” everyone into helping you create or later buying your game. At some point, almost every point really, you must put things in writing to have your game taken seriously. Improve your written communication skills; know who you are writing for and what communication they seek to be an effective communicator. Remember, you are the only person you can count on to communicate properly (because, for all you know, your audience is too tired or distracted and they can’t help you at all, but you still need to reach them!).
The first step in being a superhero to your great idea for a game is improving your written communication skills.
Copyright (C) 2019 Alan Emrich; all rights reserved
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