Better Than the Worst:
A Newbie’s Guide to Sidestepping Ridicule
The 2008 Revival
Part Three
By Jeremy Bursey (Pepsi Ranger)
In the last two parts we examined the need to be patient and the need
to prepare. Now it’s time to discuss what happens when we
think the project is finished.
“But isn’t there a part missing?” you may
ask. “After going through all the previous steps,
shouldn’t we learn how to make the game?” Yes, but
what can I teach you? It’s not my game you’re
making, right? How to design your game is up to you. No project should
follow a set formula. If you want to draw maptiles first, then so be
it. If you think walkabouts are the way to go, who am I to try and stop
you? Each design is specific to the author. However, one thing that is
important to understand is that your game isn’t finished
until it’s worth playing. Hence, we move to
Lesson #5: Tie Up Loose Threads.
That’s right. Every project, regardless of medium or style,
needs to have its threads tied. But what does that mean exactly? Well,
just like everything else in this feature, this lesson is dependent on
the author and the project. To tie up loose threads can mean taking the
story to a significant event, providing an ending to certain puzzles,
or simply finishing an area so the player can experience the setting as
intended. After all, no one wants to fight slimy creatures halfway down
the castle hall before the monsters stop and the castle turns into a
sea of default grass. The game should provide a definitive end.
Should a game always have an ending? Well, an ending doesn’t
hurt, but that’s not the point. Figure most projects are
merely demos, so no one expects a final ending in that regard. The
point, rather, is to give the player a sense of joy that he’s
taken the game as far as it’ll go without question
it’s over. People become irritated when they discover they
spent several hours walking around a map when the game
“ended” long ago, as they should. And who really
wants to waste his time? May I see hands please? When you know your
game is over, initiate some signal that tells the player it’s
over. People like that, and they’ll like you for it.
“But what if making an ending isn’t
enough?” you may question (instead of ask). “What
if the game requires a certain character to show up before the story
can take its shape and what if that character isn’t due to
show until much later in the game? Can the threads still be tied, or
does the author have to hold back his release months longer just so the
game has some kind of ‘closure?’” Good
question, but I think the answer depends on true readiness. What
determines the line between patience and impatience? What tests the
author’s confidence that the game is worth playing? If
there’s any sense of incompleteness, then the game should
wait. Period. Sometimes hard choices need to be made when getting
creative and those hard choices may require constant time shifting. But
what truly determines completion is up to the goals set from the
beginning. In other words, if the goal of the demo is to have a clearly
written story with five interactive heroes, then that game’s
unfinished until those goals are met. If it demands one dungeon and a
boss, then it’s finished when the boss goes
“Argh!!!” and dies in a cloud of vapor. The
important part is that the dungeon is complete, with full working
battle system, or that those five heroes are sustained long enough to
set up the story. If not, the game won’t live up to its
potential. What this translates to is a potentially great project
falling apart. The goal of Lesson #5, then, is to avoid unraveling at
all costs, which won’t happen if Lesson #1 is practiced.
“Okay, so the game has an ending and all the threads are
tied. Can it be released now?” Sure, but do you really want
that? Do you really want people stumbling through your bad grammar and
missing wallmaps? Figure no one wants to play another Magnus, so are
you sure you’re ready to release it?
If you think your game is ready, then go ahead and post it somewhere.
I’d recommend practicing the next lesson first, though.
Lesson #6: Editors Don’t Want to Write Your Story for You.
“Huh? What’s that supposed to mean?” It
means your project should be revealed when it’s at its best.
If a player is tempted to edit your game, then you clearly forgot to
polish it—a very important step. Too often newbies are
criticized for writing Kindergarten quality grammar. Too often the
criticism is justified through newbies’ numerous ignorant
mistakes. True, people who don’t know the engine are bound to
miss a lot of things without knowing, but that’s why
it’s important to learn it before you churn it. The biggest
downfall of the worst games is the oversight of simple things, like
vanishing wallmaps, poor continuity, or even improperly linked doors.
These symptoms can turn a four-star game into a turkey. So make sure
the flaws it has are unnoticeable. If a character is a prince in one
scene, but a 1984 station wagon the next (with nothing to explain this
transformation), then the game isn’t ready.
“So now that we understand the little points that make us
better game designers, what is there left to learn?” Well,
there isn’t really anything else to say here, but there is a
question that needs asking.
Lesson #7: Is This Thing Really Meant to Go Public?
It may seem like a rhetorical question considering the whole series is
about making the game appropriate for community release, but think
about it anyway. Is this game really something you want to share with
the world? If so, then why? Does it make a statement of your
versatility? Is it unlike anything people have seen before? Is your
game destined to turn you into a legend among gamers? Do you just want
somebody to tell you how to design it better?
These questions may be awkward, but what’s the true drive for
making a release reality? For those who just want to create, then
public release isn’t even a concern, right? For those who
want publicity, then the set release date is the most important date of
the year, right? What is it that makes you want to test the line
between praise and ridicule?
These questions may not seem relevant to the heart of game design, but
asking them may test your will to finish what you started. If your goal
is to win awards and be the talk of the community, then
you’re less likely to finish, opting instead for
disappointment. If your goal is to have fun and explore new forms of
expression, however, then the outcome could be anything. Only you can
answer this question and it’s up to you to decide what to do
about your answer. Granted, players love new releases, but we love them
more when there’s heart planted into them.