How to have determention to make video games?

edited January 2013 in General Chat
I am a depressed person,have no motivation and want to make video games. How do I do it. My role will be the Dilbert Boss type a manager. I pay people to do the work and create the ideas. Most games never get made and the ones that do usually suck. How do I make them?

Comments

  • edited December 2012
    Stubbornness. I've been developing a game for over a year, and I've wanted to quit more than once. I'm a depressive, possibly a high-functioning sociopath, and I hate everything I do. I still manage somehow. Also, the way you want to make games....it doesn't work that way.

    How old are you.

    What type of games do you want to make.

    Can you draft your ideas into a full, detailed game design document made up of spreadsheets, full concepts, gameplay, etc?

    Do you have experience with languages like C?

    Do you understand the way people work, or how to function according to current market demand?

    If any of this sounds scary, good, because you're about to embark on a trip through Hell. Get out while you still can.
  • edited December 2012
    Well first off, you have to have motivation. Go out onto forums and indie game communities and just soak up all the info you can. Be involved. Go to schools and develop skill on to be a game dev, get hired by a company and work your butt off and persist. If you do very well and learn about management, several years down the line, you can perhaps start your own company?

    I mean, you can't start all the way on top without understanding the industry in the first place. From my understanding, it's incredibly difficult to be in that industry in the first place so if you even try without any motivating factor, you might as well not even try. :\
  • edited December 2012
    How old are you.
    Almost 19

    What type of games do you want to make.
    Widget Series http://tvtropes.org/pmwiki/pmwiki.php/Main/WidgetSeries

    Can you draft your ideas into a full, detailed game design document made up of spreadsheets, full concepts, gameplay, etc?
    Kinda

    Do you have experience with languages like C?
    NO

    Do you understand the way people work, or how to function according to current market demand?
    Huh

    If any of this sounds scary, good, because you're about to embark on a trip through Hell. Get out while you still can.[/QUOTE]
    No way hozah those shoe are cool
  • edited December 2012
    Giant Tope wrote: »
    Well first off, you have to have motivation. Go out onto forums and indie game communities and just soak up all the info you can. Be involved. Go to schools and develop skill on to be a game dev, get hired by a company and work your butt off and persist. If you do very well and learn about management, several years down the line, you can perhaps start your own company?

    I mean, you can't start all the way on top without understanding the industry in the first place. From my understanding, it's incredibly difficult to be in that industry in the first place so if you even try without any motivating factor, you might as well not even try. :\

    Thanks for your supporting speech (sarcasm). Also I am going to set up my company next month as a sole proprietorship in closed Beta in a measly 1000 dollars god save me..
  • edited December 2012
    If you want to be the pointy haired boss, the first thing you need to do is shave the middle of your head and grow out the sides. Probably some Liberty gel will be in order to get them to stick up straight unless your hair naturally does that.

    Then you need to find an engineering company and bully the engineers around.
    Pointy-Haired_Boss.jpg

    But more seriously, not to squash your dreams or anything, but you really should get more experience before diving headlong into this. Working for someone else first will get your funds up and also teach you some necessary skills about management and/or programming. I mean, it's the same for every job, you gotta start at the very bottom doing shit work until you learn enough to either strike out on your own or get recognized for doing awesome shit.

    This may involve not getting paid at your first gig. I know I worked three summers for free before I got a paying job and this is in a field where I'll have to work for six or seven years before I even start making the "real" money. Things are hard, but I think it's worth it to invest time and effort before making a mess.
  • edited December 2012
    Everyday the same dream was made in 6 days and it is one of the most innovative games.Mine will take 6 months.
  • edited December 2012
    OK. To get a rough idea of how much work making a game would be, try making something basic in Adventure Game Studio. This is one of the easiest ways of actually making a proper game, and even then it's going to require a good amount of effort. Look into it.
  • edited December 2012
    I have just been asked by someone to create an isometric game wish me luck.
  • edited December 2012
    Another game that took a really short time to make was E.T. and I think we know how that worked out.

    All I know about game making comes from futzing around with the Age of Empires level creator and I could NEVER get anything to work the way I wanted. Granted, I was ten at the time, but even after weeks of working to get my Robin Hood level put together, I still couldn't get the triggers to work properly. And I already had a perfectly functioning engine to work with that was designed for people to tinker with it.
  • edited December 2012
    This reminds me that I should really start buckling down and design something... -_-
    (Ideas? Easy. Got them coming out of my ears, everything else? Hard. Very, very hard. XD)

    EDIT: Maybe I should start with reading that book again. Get that mind frame going. And trying to find and commit to a time slot to work in.
    (Blegh! The curse of a perceiver! Organisation! X'D)
  • edited December 2012
    TheBigGuns wrote: »
    I have just been asked by someone to create an isometric game wish me luck.

    Good luck.

    We need a general game design thread. I wonder how DAISHI's game is going.
  • edited December 2012
    Don't forget to read up on isometric graphic design!
    (Maybe looking at some isometric sprite tutorials would be helpful first. Maybe look to see if there are any isometric tutorials in your engine of choice afterwards. (If its a 3D game made with Unity or something (I dunno though. I could never wrap my head around 3D stuff :confused:)))

    EDIT: Also Fawful I think we DO have a thread for it, but it got buried since no-one (barring Daishi of course) was making anything at the time really! XD
  • edited December 2012
    No shortage of public domain isometric vector art
    http://openclipart.org/search/?query=isometric
  • VainamoinenVainamoinen Moderator
    edited December 2012
    TheBigGuns wrote: »
    I am a depressed person,have no motivation and want to make video games. How do I do it.

    Loose the depression and get some motivation.
    TheBigGuns wrote: »
    I pay people to do the work and create the ideas.

    If that somehow aims at a managerial position - you do not seem to have an idea how incredibly much you would work in that position. :o

    Building an entirely new company by making games is the privilege of very, very disciplined, hard working people who have to watch their dreams getting smashed to pieces every day, and gather the courage to build something new from the shards repeatedly.
  • edited December 2012
    Sounds to me like the Pointy Haired Boss is a good analogy. He wants to be at the lead, giving orders, with no understanding of what the people under him do.

    I always wonder how Dilbert's company is still afloat, aside from the magic of the comics page.
  • edited December 2012
    Loose the depression and get some motivation.



    If that somehow aims at a managerial position - you do not seem to have an idea how incredibly much you would work in that position. :o

    Building an entirely new company by making games is the privilege of very, very disciplined, hard working people who have to watch their dreams getting smashed to pieces every day, and gather the courage to build something new from the shards repeatedly.
    I have broken dreams
  • edited December 2012
    But more seriously, not to squash your dreams or anything, but you really should get more experience before diving headlong into this.

    This very much. Even Notch began working for someone else before he created Minecraft.

    Only a few can manage to create a good game on their first try. In fact, the only one I manage to think of is Dave Gilbert, founder of WadjetEye Games. And he started making various freeware adventure games in Adventure Game Studio.

    EDIT: Correction, Dave Gilbert actually worked in a team for a contest before he made The Shivah.
  • edited December 2012
    If I am going to base this game on a real world country what are tips more making it the geography, buildings etc accurate.What type of people do you hire to map a real world area?Any suggestions on who I should hire on Elance?
  • edited December 2012
    The next 2 days are going to be important. Having only a measly 12000 dollars, what is the best way to make sure my site is designed cheap using joomla, how much will creating policy and legal cost? Not to mention creating a viral video for views. Also the site design and legal will be under CC0. I could use some advice on this telltale games. I have a site but it isn't designed at all.
  • edited December 2012
    1. If your going to make a game awesome. If your going to hire other people to do your work is it really your game?

    2. Being a boss without understanding what the hell is going on...well the office..that's all I'm going to say.

    3. It's one thing to be an player and enjoy them. It's quite different to sell them and make them.
  • edited December 2012
    1. If your going to make a game awesome. If your going to hire other people to do your work is it really your game?
    Yeah

    2. Being a boss without understanding what the hell is going on...well the office..that's all I'm going to say.
    Its a real world dilbert office.

    3. It's one thing to be an player and enjoy them. It's quite different to sell them and make them.[/QUOTE]
    Its on an entirely new business model.

    I still need opinions on how to make a quality website and what are the stupid mistakes to avoid that might cause me to pay extra?
  • edited December 2012
    So you're gonna hire a team for 6 months to make a game and host a website for 1000 dollars. Assuming you only hire one person, and only pay him, no person will work for 166 dollars a month full time on a pipe dream that will ultimatly wont be his.

    Investors will also scoff at a 18 year old who wants a lot of money to start a company about something he has no experience in with a downpayment of only 1000 dollars.

    If you're actually serious about this, please save the 1000 and start really small and work hard. I urge you to get an education if this is the path you want to go.
  • edited December 2012
    Giant Tope wrote: »
    So you're gonna hire a team for 6 months to make a game and host a website for 1000 dollars. Assuming you only hire one person, and only pay him, no person will work for 166 dollars a month full time on a pipe dream that will ultimatly wont be his.

    Investors will also scoff at a 18 year old who wants a lot of money to start a company about something he has no experience in with a downpayment of only 1000 dollars.

    If you're actually serious about this, please save the 1000 and start really small and work hard. I urge you to get an education if this is the path you want to go.

    Time to start one one of greatest david vs golaith story.One of the if not the greatest upset in history.
  • edited December 2012
    $12k will not buy you a professional developer for very long, even if you go offshore and try to hire someone in a cheap country. For something like you're describing, you need investors, or partners who will share in the proceeds. (Even Telltale has outside investors.) To attract those, you need to be believable and sell your idea with specifics and how it will generate income eventually. This is no longer 1999 when people were willing to invest lots of money in really silly things.

    If you use all your money to accomplish this, who will pay your living expenses while it is being created?

    Start smaller. Set attainable goals. If you accomplish that, you will have more confidence, and a track record you can point to when people ask what you can do.
  • edited December 2012
    If you figure out how to do this, please let me know how. I've got this bridge that I've been trying to sell for years.
  • edited January 2013
    Look, this is exactly what I mean when I said kids these days don't know what game development entails. It's not some easy walk in the park. It's like walking into Mordor. One does not simply do that. You have to work hard for it, most likely even by yourself. And even then the payout might not be high.

    If you're going in with a mentality of "this is going to be easy", then I suggest you quit now. However, if you are willing to accept that it will be very hard and that you will likely fail, and you still want to give it all you got, then I would say go for it, give it your 100%. If you're going to do something, no matter if you're going to fail or not, you should still give it your best shot. Yes, the chances are low you're going to succeed, but you should try anyway, even if by yourself.

    However, it will NOT be easy. It will be hard. A lot of people will be sceptical. But you know what? If you're going to let that all affect you, you're better off quitting now. It's never going to get easier.
  • edited January 2013
    I just want it to be completed success or failure is not important.I need advice on creating a site cheap. What mistakes to avoid when I hire someone to create the site. Logo design is another important thing.
  • JenniferJennifer Moderator
    edited January 2013
    $1,000 isn't going to get you far if you don't intend to do any of the actual work yourself. I can tell you from experience, it's pretty impossible to get a loan with little to no credit history (which, as you're 18, most likely fits you), and no experience. If you're looking for investors, you're going to need a playable prototype. The Double Fine Amnesia Fortnight session cost Double Fine $350,000 this year, and that's only for a prototype made in two weeks. Granted, that's for five prototype games. But, even if you split that sum up into five parts, that's still $70,000. You couldn't sell that prototype as a game afterward, as it's unpolished, not bug tested, or even play tested. There's likely things in the game that work well, and things that don't. You'd need to pay more to get a team to finish the game. Also, Double Fine is an established company (and Tim Schafer himself is an established and respected developer), it's going to be much harder for you to find an investor with no previous games under your belt.

    If you only have $1000 to make a game, and you really are determined to do it, you're going to have to do the majority yourself. You might be able to pay someone to do some music or some art, but it's going to be very little, since $1000 isn't going to get you very far. A programmer is going to cost you more than that (especially if you intend for them to program the entire game), so you are likely going to have to learn scripting yourself for a program such as Adventure Game Studio or RPG Maker.

    If you're thinking of hiring someone to do a website too, that's going to bite into your funds even more. I suggest, instead, using a free template you like from one of the many template sites on the internet, and using that. And, I also suggest not putting up a website until you have something concrete. The website should come after you have a prototype up and running, or at least until after you have a script and gameplay outline and some concept art.
  • edited January 2013
    TheBigGuns wrote: »
    I just want it to be completed success or failure is not important.I need advice on creating a site cheap. What mistakes to avoid when I hire someone to create the site. Logo design is another important thing.
    Asking for advice here and there isn't so bad, but really dude if you want any kind of success you need to be able to get out there and find these kind of things out for yourself.
    Trawl the net, find communities that do this kind of thing, hell! Look for some books and articles on this stuff!
    The way you talk about it, you just seem to give of the impression that flinging a little dosh at someone is going to magically yield you results.

    If you want success, you either need to make the substance, or be able to link it all together. Either of those require different sets of skills (with maybe a little overlap)

    Me? All I care about at the moment is the making, that learning process.
    Maybe if I do make a few small games, share them around the net, get feedback, then I might think about taking it further.
    Really this is a very long term process to think about here, and unless you have a special talent and high drive, then you simply won't go anywhere for a long time. Not unless you get smart or very lucky. Research. It's important. You need to know exactly what's out there, what to do, where to go, who you need, what people want, and WHY they want it.

    Even with my 3 years worth of degree-level management studies, and 15 years of gaming experience, I still can't say for sure where this industry is going to go, or what sort of games people are dying to play. But, to be honest I don't care all too much about it, as I still need to get over the hurdle of actually making something. Taking one of these ideas of mine and making something out of it.
    Talk is cheap, I know that all too well, but I'm still struggling to tame my natural personality traits of aloofness and disorganisation.
    Which is why I'm trying to make that kind of learning fun again. Taking my time learning the ins and outs of an engine, while trying to narrow down one of the ideas into something I could make into a plan.

    Then, and only then, am I going to make something.

    Oh and if you do want to read more into this, go read some books on game design. I know I need to (I only have Level-Up by Scott Rodgers. A nice little intro book, but I need to go deeper! (Bwoooooooaaaaahhh!))
    Then do some business reading, article reading. Lots of gaming reading!
    You need that ability to map out the environment and connect it all up. Otherwise your just wasting your time here... -_-

    One thing I do agree with is to play Bad games, and read into the history of bad video game development processes, and general business failures. Keep them in your head so you can try to avoid those situations should you get the chance to do something.

    (Oh yeah. There is something squishy in this head of mine! XD (just a shame I'm dirt poor and have no like minded connections :( (my own fault though. I'm a lone wolf type of guy. Too much internal feels and thinks for most people. Not quite ready for getting out there tbh. Not until I get a good level of self-confidence that's for sure... -_-))

    Edit: tl/dr version: You essentially sound like the GMC equivalent of a n00b going onto a forum and being all like "imma gonna make my own MMORPG. Tell me how to maeks MMORPG!!"
    Not only is it pretty dumb, but it's also kind of insulting to the people who deeply care about all this stuff. So you better wise up! Jane Wise! XD
  • edited January 2013
    Wasn't counter strike made in no budget also another day the same dream was made in only 6 days http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html .One of the best examples of a no budget game is KatawaShoujo
  • edited January 2013
    TheBigGuns wrote: »
    Wasn't counter strike made in no budget
    No.
  • edited January 2013
    TheBigGuns wrote: »
    Wasn't counter strike made in no budget also another day the same dream was made in only 6 days http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html .One of the best examples of a no budget game is KatawaShoujo

    One of the best freeware games ever made, Cave Story, took 5 years to make by one guy. One guy. 5 years.
  • edited January 2013
    Yes but we have more resources. Also failure is the 1st step in learning.
  • edited January 2013
    TheBigGuns wrote: »
    Yes but we have more resources. Also failure is the 1st step in learning.

    Dude. I don't think we are on the same track of thought here at all.
    Yes there are loads of resources, it's easier to make something with comparable quality, but you still need to fucking plan it all out and then make it.
    That's where you need the experience, the skills, the talent.

    I may only be 3-4 years older, but to me, you seem ridiculously immature, like a 12 year old.
    This is what annoys me about some people, they see something, and they are all like "Durr! I could do that", but they don't realise that there is a whole fucking world behind that seemingly insignificant thing, that "grain of sand".
  • edited January 2013
    TheBigGuns wrote: »
    Wasn't counter strike made in no budget

    Counter-Strike was originally a mod for Half-Life. Without being built on the shoulders of a pre-existing game and its engine, it was nothing, and it's incredibly rare for a game mod to be picked up by the developer of the original game as a full release. And once Counter-Strike was in Valve's hands, money definitely went into making it into the game it became. And you can bet your ass that a ton of work went into the original mod through several beta releases before it ever got to that point. You couldn't find a programmer willing to do the amount of work to create a Half-Life mod as intricate as Counter-Strike was for only $1000.
  • edited January 2013
    Think about it this way: If it really was this simple and viable, why hasn't it been done?
  • edited January 2013
    Giant Tope wrote: »
    Think about it this way: If it really was this simple and viable, why hasn't it been done?
    EveryDay the Same Dream was again made in 6 days. One of the most innovative games, it puts most AAA games to shame.
  • edited January 2013
    I've thought this for a while, but I'm pretty much convinced that you're just trolling now, hence the thread closure.

    If you're serious, then you are incredibly naive and/or optimistic. You have no experience, no budget and no idea of what you're doing. Best of luck, but you'll get no further help from us, because you're clearly not listening to the very solid advice we've been giving you.
This discussion has been closed.