Ex WoW dev explains - game ideas are worthless
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Channel: Em-8ER Massive Planetary Wargame
Views: 45,516
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Keywords: gamedev, world of warcraft, game development, programming, art, sound, design, game design, gamesbiz, game industry, videogames, video games, howto, how to, tutorial
Id: DSi2PkiLQLY
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Length: 8min 49sec (529 seconds)
Published: Mon Mar 25 2019
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Remember: You can be the ideas guy as long as you are also the money guy.
Well what am I supposed to do? Make a game with the resources and skills that I have? Keep making games until I get to a point where I can sustain myself and perhaps a small team? Treat it like a real business? Then finally make my dream game after the years of hard work that I needed to be able to become the person who is able to realize my dream?
Nah. I'm just an idea man.
This forum, and so many others, are full of guys with "awesome ideas!" I'm often perplexed by the fairly frequent posts from guys saying they've quit their job and are devoting themselves full-time to their incredible dream project of a game that they've literally spent their whole lives dreaming about creating and it's... a Super Mario Brothers clone.
The other thing you see all the time is the Stone Soup guy. "Hey guys, I've got this incredible idea for a game but know nothing about coding, graphics, sound, etc. So I'm gonna need someone else to do all that but, hey, my incredibly original idea for a game will be awesome! (it's a Super Mario Bros. clone)."
When I was much younger, I had hundreds of great ideas for warcraft 3 maps, and I'd go crazy on the forums. No one ever bit and I got discouraged. It wasnt until someone actually directly messaged me and said that everyone has ideas, you need to bring something akin to a starting point and get people excited about your work rather than beg for help.
Since then I've yet to ever ask anyone to work on something without me having put significant work into a project and have it in at least prototype status.
There's a triangle of possibility for game development:
Money Ideas Talent
Generally you pick two, though money kinda sorts itself out. But just ideas will leave people saying why should I care or pay me to care.
Keep ideas, but understand that they're not the currency, you are in either talent or money.
He briefly mentioned it, but a huge hurdle is “who is your target audience? How big is that target audience? What’s the Venn diagram of people who like your game idea, people who like your theme, and people who play on the platform you’re developing for?”
Basically, how much is it going to cost to make, and how much money can you reasonably expect to make? Where are you getting your data that you used to form those projections and can that data be trusted?
That’s not even going into the whole “can you actually make the damn thing?” Series of questions.
My favorite ones are the people who won’t publicly mention their ideas, or most hilariously try to make people sign NDA’s, because they honestly believe the person they’d be telling, with any interest or ability to make games, doesn’t already think their own game concepts are better and more interesting.
The most likely reaction you’re going to get by demoing your game idea to someone you’re not paying to build it for you is a bunch of constructive criticism, comparisons to existing games, or rude deconstruction.
Nobody wants your ideas. Everyone has “better” ones.
However, in talking about ideas in a public space, they can be “distilled,” to borrow that word, much more quickly and from the broadest possible perspective.
TL;DR: Talk is cheap, action speaks louder.
See, I'd say that ideas are like a locked safe. They can have immense value (or none)... but that value is only realized through the effort you put in to bring forth that which lies within.
If you spend your life going "Check out these awesome safes, they are full of tremendous stuff!" then yeah... your ideas effectively have no true value because that value has never been realized.
A safe breaker without a safe or with a safe that holds nothing but air has no value either though. So the street runs both ways.
The point to really stress is the distinction between how things look in your head vs how they are in reality. You can be so certainly convinced that something will work in your head, even as an experienced developer, but it just doesn't play right in practice. When picturing an idea you focus on the things that interest you about it or the cool aspects or what looks good, when the feature (or game) is working in it's perfect use case. It's easy to overlook obvious flaws and exploits.
It's best to approach new ideas with a more "pessimistic" method where your goal is to disprove it or break it before you even implement. You're much better at thinking why someone else's idea wont work than your own, so it's handy to try to be able to use that skill/ability on your own ideas. Someone else tells you their idea, they're super keen on it and only see roses, but you don't share the same excitement or vision as them because they're just explaining via words the idea (which they have a perfect visual picture of in their head). So when you hear the concept in a more objective form it's a lot easier to think why it wouldn't work.
It's 1000x easier to come up with a new idea than to implement a feature and scrap it because of problems you could have foreseen. It might seem negative or frustrating at first if you're shooting down all of your 'great' ideas before you even begin, but it's saving time. Your game is only as good as the ideas you throw out.