My Info Blog

Game Ideation For The Everyman

Every games, regardless of medium or success, stem from this construct of thought we realize fondly as the ‘idea’. It all has to start out somewhere after all, be it on the proverbial drawing board, over the margins of your thesis paper, in your sister’s diary or even the back of a paper towel. GoldenSlot

It should go without saying that simply having an idea is practically useless (this pertains to most, if not all industries really). These days and nights, you could pick anyone off the street and chances are that they probably have a few of pitch-worthy game ideas up their sleeves, ideas that will likely never view the light of day. In other words, game ideas are aplenty. Alternatively, game ideas that are acted after and further developed however don’t come along quite as often. 

In fact, it takes a good measure of dedication and perseverance to see your ideas realized. That, nevertheless , is a topic for another time. For now, a few shift our focus to the actual birthing of a game idea.

And no, there’s not heading to be any ‘thinking out of the box’ occurring here. I indicate, who has the say as to what or the place that the box is? What actually constitutes the container, and why do some of us even think within it to commence with?

I come to you now as a gaming enthusiast and an aspiring designer to discuss many of pointers and ‘soft techniques’ that We’ve personally found useful while in the means of creating and brainstorming ideas, for games or otherwise.

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That Is Not really A Game Thought

Ahead of we delve deeper into the subject, let’s have one thing straight. An idea for a story (character, background, fluff, lore, and many others., what-have-you) is NOT an idea for a. A story may or may well not influence the overall design of a game title and even its mechanics, but a story is STRICTLY CERTAINLY NOT a game idea. A premise for a tale may too influence a game’s design, but CONDUCT NOT turn the assumption into the core design philosophy of a game.

This can be one of the most frequent mistakes fledgling designers make, yours truly included. I am just sure almost all of you away there have, at some point or another, come across a situation which goes kind of like this: “I HAVE A GREAT IDEA FOR A GAME. IT’S ABOUT ARMORED DRAGONS FROM SPACE THAT ATTACK THE PLANET EARTH AND KIDNAP OUR WOMEN! ” That is an idea for a story, not a game. Find the picture?

So, let’s now take a step back and look at this simply. Ideally, a game idea (in the strictest sense of your ‘game idea’) entails an abstract collection of rules, constraints, boundaries and possibly a goal. In its bare minimum, it may even simply reveal as a general gameplay direction or premise. Basically, it’s about laying the foundations or manifesto for a set of technicians that, after further development, will pass off as ‘playable’.

Imposing Self-Constraint

One particular of the first things we must take into concern is the necessity of scope and self-constraint. This is very tempting to simply wade in to the huge expanse of the sea that is the group consciousness and, with our bare hands, simply seafood for the next great game concept. As beautiful as it sounds, sadly, it’s not all too practical in conditions of productivity.

It is extremely stimulating (ofcourse not to mention enjoyable) to simply ride the stream of consciousness in desires of eventually landing after the shore of a brilliant idea. Our head, however, processes thousands after thousands of thoughts at a blazingly speed and without the proper intellectual sanctions, the chances of getting lost in a person’s train of thought is pretty high.

This is where scope, themes, limit and focus come into play. As a person or within a group, identify a theme, or range of themes, that top your interest(s) and make a list of ideas with said themes in mind. Better yet, collection yourself a challenge or many of constraints by which your brainstorm must adhere to. These methods do not stifle the ideation process. Rather, it forces you to explore more options and viewpoints in a specific range, which in itself is very conducive to the brainstorm.

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