Timeline for How to know if one game idea is more worth pursuing than another?
Current License: CC BY-SA 4.0
19 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Sep 5, 2018 at 5:14 | comment | added | drawoc | You might also want to make a nondigital prototype of the idea during the early experimentation phases (like a board game, but quickly tossed together). Most games have some core elements that can be tested without writing a line of code, and this gives you a lot of flexibility to test ideas. | |
Sep 4, 2018 at 23:16 | comment | added | anon | Keep in mind that, for your prototype, it should be something simple enough to code in a day, and you absolutely should not work from that code once you have the prototype done. I guarantee that to finish the idea in eight hours, you've done a lot of things wrong -- and that's fine! But it means that you should start fresh if you decide the game is actually worth making. | |
Sep 4, 2018 at 1:18 | comment | added | Pikalek | I was thinking more along the lines of working with a compatible jam or working in parallel with a jam or declaring your own jam. Usually the themes are often very general & open to interpretation. I do agree that investing a lot of time, energy & travel in a jam with a poor fitting theme is not a good choice. | |
Sep 4, 2018 at 0:19 | comment | added | DMGregory♦ | @Philipp in my experience, I've yet to come across theme police who will actively stop you from working on a game just because it doesn't fit the theme. I've done a fair few jams where I or other teams strayed pretty far from the theme or ignored it entirely. ;) | |
Sep 3, 2018 at 16:54 | history | edited | Philipp | CC BY-SA 4.0 |
added 1 character in body
|
Sep 3, 2018 at 16:11 | history | edited | Philipp | CC BY-SA 4.0 |
added 6 characters in body
|
Sep 3, 2018 at 16:08 | vote | accept | Ultra Gamer | ||
Sep 3, 2018 at 16:08 | vote | accept | Ultra Gamer | ||
Sep 3, 2018 at 16:08 | |||||
Sep 3, 2018 at 16:07 | comment | added | Philipp | @Pikalek Game jams are a good way to practice the skill of rapid prototyping in itself, because they force you to create a playable prototype in a short amount of time. But the problem is that most game jams have some theme, and they won't tell you what it is until the jam starts. So if none of your ideas happens to fit the theme, you came for nothing. | |
Sep 3, 2018 at 15:56 | comment | added | Pikalek | A variant of this answer is to explore the idea at a game jam. The constraints of developing the idea at a jam essentially forces fast failure & rapid prototyping. | |
Sep 3, 2018 at 15:33 | history | edited | Philipp | CC BY-SA 4.0 |
added 11 characters in body
|
Sep 3, 2018 at 12:08 | history | edited | Philipp | CC BY-SA 4.0 |
added 87 characters in body
|
Sep 3, 2018 at 11:37 | history | edited | Philipp | CC BY-SA 4.0 |
added 33 characters in body
|
Sep 3, 2018 at 11:26 | history | edited | Philipp | CC BY-SA 4.0 |
added 36 characters in body
|
Sep 3, 2018 at 11:17 | history | edited | Philipp | CC BY-SA 4.0 |
added 244 characters in body
|
Sep 3, 2018 at 11:07 | history | edited | Philipp | CC BY-SA 4.0 |
added 103 characters in body
|
Sep 3, 2018 at 11:01 | history | edited | Philipp | CC BY-SA 4.0 |
added 18 characters in body
|
Sep 3, 2018 at 10:54 | history | edited | Philipp | CC BY-SA 4.0 |
added 93 characters in body
|
Sep 3, 2018 at 10:49 | history | answered | Philipp | CC BY-SA 4.0 |