Better Than the Worst:
A Newbie’s Guide to Sidestepping Ridicule
The 2008 Revival
Part One

By Jeremy Bursey (Pepsi Ranger)

Throughout history, man proved he grows impatient toward getting what he wants. Whether acquisition is premeditated or impulsive, nothing escapes the urge to get what’s due. From winning a date with the girl next door, to winning the fame of the entire world, every step is marked with the want-it-now attitude. But what does impatience teach us, other than the embarrassment of buying a DVD player for $300 when that same store marks it down to $150 the following week? It teaches us that the world is full of bad choices and stinks of low-quality junk.

“But what’s wrong with the junk of the world?” you may ask. True, without junk, who’d have the spare parts needed to replace things when the good stuff finally gets old? Without junk, how would anyone know what’s really great? Without junk, why would we dream of the best there is to have? Yes, we need junk, but not to celebrate the goods of society. We need it to know where we went wrong.

There was a game released years ago that every OHR surfer knows about, a game not known for wonderful graphics or amazing sound, nor awesome gameplay or use of wallmaps. Neither was it credited with a memorable story. Rather, it’s recognized as the joke of the community, the one that can do no worse. The game is Magnus and no one has respect for it.

Let us now offer it a moment of silence.

Okay, so why has it earned such low regard? Nothing can be so bad that it earns every medal of dishonor that a community can dish out, right? I mean, the author must’ve put some heart into his project, am I wrong? Or was Magnus the product of every newbie mistake imaginable?

This article is not meant to slam Magnus, or even to examine it. The author knows where he went wrong. The community knows where the game went wrong. Let’s give Magnus a break. Instead, let’s examine the virus it unleashed into future OHR games and try to figure out how to kill it.

First of all, why should a newbie author care how good or how bad Magnus, Hamburgerman RPG, or any other game really is? It’s not his game, right? As long as his is released by next week and that everyone raves because it’s the best thing to come out since Pac-Man, he’s content. He’ll upload it to Castle Paradox where the next hot reviewer will give it a perfect ten because they suck if they don’t. Then HamsterSpeak will come out a few days later to nominate it the game of the year. Finally, when awards time rolls around, every voter will pick his game to win every category because they suck if they don’t. Then he’ll float to the top of the world because he just beat out Airship 2600 for the top spot in game design.

But then reality comes, somebody smacks him hard across the back of the head, counteracting it with a bitch slap across the face, and he wakes up to realize he just created Terrible Game 2: The Sequel.

“So what’s the point of this article?” you may ask. “Why pick on us newbies so badly? All you old timers were newbies once, too, right? You all made crappy games at one time, right? What right do you have to say our games are jokes? Maybe our games are the good ones and yours are the ones that suck. Ever think of that?” Well, if this is your response to criticism, then relax because this article is not meant to ostracize you. It’s meant to help you.

Eight years ago, I didn’t think I could make an RPG. Some may play my newbie game and argue I still can’t make an RPG, but some think it’s good. Why? Why would a newbie have a game someone would actually consider (dare I say it) “good?” Isn’t that forbidden? No, not really. Here’s why:

Lesson #1: Patience is a Virtue.

“Oh, yeah right. You just said yourself that impatience brings forth junk—which we all need to discern the better things in life, right? Some virtue!” Again, calm down. I’ll admit it’s hard to have patience about something that’s exciting and new (I finally had to recruit playtesters because of this). But try it anyway. Though I haven’t played every OHR game available, I’ve played enough to separate the good from the bad. And let me say that the bad is really bad. Why? Because it’s clearly rushed. The worst games (or anything for that matter) are the ones that have no time devoted to them.

Okay, maybe there’s actually a lot of time devoted to them, but why are they still considered rushed?

The object behind the first lesson is to realize that no one wants to play an unfinished product. Too often newbies think what they have is amazing, and in their excitement to share it release something that’s pockmarked. Then their “pride and joy” becomes a laughingstock, and if they still have the courage to show their faces in the community they don’t have the guts to bring their beloved project with them. I know this well because I almost did it twice.

“So how do we fight impatience?” you may ask. Well, that’s more of a spiritual question than a gaming question, but I can say it requires will power. “Okay, well that’s pretty lame,” you may say, but that’s the way it goes. Without getting past step one of the “Making a Better Newbie” process, the continuation of this article will be pretty useless. However, if the battle against impatience can be won, then there’s still hope that a newbie game can be wonderful. In fact, I guarantee that some of the best games available started as newbie projects.

Hopefully, Lesson #1 will encourage all designers to spend extra time making a better game. And since that’s the most important step, I’ll end here to allow time for reflection. Part Two will list things I found helpful in my own game development, so stay tuned for that.

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