How to find amazing game ideas
Summary
TLDRThis video script provides a guide for indie game developers on how to evaluate whether their game idea is worth pursuing. Key considerations include assessing feasibility based on available resources, personal passion, and potential marketability. The script emphasizes the importance of creating a prototype to test if the game is genuinely fun and engaging. It also discusses the significance of having a unique hook, understanding appeal, and considering factors like a game's familiarity or innovative elements to stand out in a crowded market. Ultimately, the focus is on crafting a viable and enjoyable game.
Takeaways
- 😀 A good game idea must be both feasible and enjoyable. Make sure it fits with your resources (time, staff, budget, expertise).
- 😀 If a gameplay prototype can be built in 1–2 days, then the game is likely achievable within 1–2 years.
- 😀 Reducing the scope of a game can help with feasibility—start small and scale later, as seen with *Firewatch*.
- 😀 Passion for the project is crucial—game development can take months or even years, so make sure you love the idea.
- 😀 A hook is essential for making your game stand out, but it shouldn't be so unique that it confuses or alienates potential players.
- 😀 Chris Zukowski advises balancing the hook with an anchor—something familiar that helps players understand how the game works.
- 😀 Simple ideas with unexpected twists tend to have strong appeal. For example, a tower defense game where you can hurt yourself with your own bullets.
- 😀 The appeal of a game is everything that attracts players, including visual appeal, game mechanics, and overall vibe.
- 😀 Think about how you'd market your game early on—consider how it would look on a trailer or Steam store page before developing it.
- 😀 The most important question to answer is whether the game is fun. Prototyping is necessary to test whether your game idea is enjoyable in practice.
Q & A
What is the first question to ask when developing a new game idea?
-The first question is whether the game idea is feasible with your unique resources, including time, staff, budget, and expertise.
How can developers estimate if a game idea is viable?
-A rough rule of thumb is if you can build a gameplay prototype in one or two days, then the game is more likely to be achievable in one or two years. If the prototype takes longer, the development process could be lengthy.
What advice does Jonas offer for developers regarding the time it takes to build a prototype?
-Jonas suggests that if the gameplay prototype takes more than a couple of days, it may indicate that the project is going to take a much longer time to finish.
How can developers reduce the scope of a game idea?
-One approach is to simplify the game's features. For example, the developers of *Firewatch* initially planned to include other characters, but due to resource limitations, they focused on a story told through a walkie-talkie.
Why is passion important for game developers when starting a project?
-Passion is essential because developing a game can take months or years, so developers need to genuinely love the project in order to stay motivated and committed throughout the process.
What does the term 'hook' mean in the context of a game idea?
-A 'hook' is an interesting and compelling element of the game that grabs attention and encourages people to try it. It's something that makes the game stand out and sparks curiosity.
What is an example of a game with a strong hook?
-An example of a strong hook is *Darkest Dungeon*, which is a dungeon crawler focusing on managing the psychological toll of adventuring. This unique angle makes it stand out.
What is the difference between a hook and an anchor in game development?
-A hook is something unique and innovative that attracts attention, while an anchor is a familiar element or concept that reassures potential players. An anchor could be a well-known genre or gameplay mechanic.
What does Jonas mean by 'appeal' in relation to a game?
-Jonas defines appeal as everything that draws a player into the game before they actually play it. This includes visual elements, a game's theme, or features that spark curiosity and desire to try it out.
Why should developers think about marketing and store assets before coding a game?
-Thinking about marketing and assets, like a Steam store page, forces developers to clarify if their game has a marketable proposition. It helps determine if the game is appealing enough to attract attention and generate sales.
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