GhostwriterDoF: This is how modding communities evolve, from shared interests, and dedicated people who work to implement those changes.
Agreed. I focused too much on creating a game "from scratch".
Modders already have much of the tedious work cut out for them, and great games came out of them much more easily.
The same can be said about using game creation kits. You will be limited somehow, but they can be very helpful.
GhostwriterDoF: There are some fine examples of single developers out there who have created games,
And those are some of my gaming heroes! Jeff Vogel, Victor Davis, David Braben or Éric Chahi worked alone or almost alone to create what I consider masterpieces. But many more tried and failed. We mostly hear success stories. I wanted to report on the other side. The unsung and forgotten side we never hear about (unless its John Romero).
GhostwriterDoF: I see games as having great potential as a medium for telling stories, very much like movies, only they are interactive and have possibilities for multiple endings,
...
By success, I mean creating a real work of art, and a great gaming experience, not profitability (which may or may not come, depending on timing, marketing but it not a sole measure for success).
We are almost on the same page on this. I enjoy to see developers pushing gaming towards an art form (Quantic Dream for example, but see also
Passage). The interactivity can break many barriers that can be seen on non-performing art. But I don't see it reaching its potential during my lifetime. :-(
Also, profitability can be, in large part, what determines if you will be able to get up and retry should you fail. I'm all for the small games, but people need to make a living.
ET3D: I realise it's a response to GhostwriterDoF, but your post still ticked me off.
That's definitely not true. What's true is that when you have to do something there are parts which aren't fun, and if you didn't have to do that, you might stop at that point. So it's good that you're actually forced to do it. But a lot of it is fun.
I'm sorry if I offended you somehow. I am enjoying this discussion, though, and I welcome your point of view.
I agree on what you say. The "not fun" parts that must be done are overwhelmingly what kills the enjoyment when doing some activity on the short term. But even when you can avoid doing them, there is also the
law of diminishing marginal utility, that says that the more you do something, the less you will enjoy it. And finally --- and maybe I should have stated it more as the opinion that it is ---, I may not be in the mood for delicious cake today. If I
have to eat it, it will not make me happy.
Some if it is fun. I won't argue with that. But let us consider also the time it takes to get things right, testing, fixing bugs, figuring out things you forgot, documenting, revising and so on. I don't think those are as much fun as creating gameplay rules or new content.
ET3D: And really, what's the point of the argument? To tell people not to try something that's hard?
Absolutely not! No! I wanted to stress that making games
is hard, yes. Many people do not understand that, and say "this is rubbish" left and right, without an idea of how difficult it is to get something that complex into existence (not only in games but everywhere around us).
We tend to associate games with our entertainment. But behind the curtains often lies
not so fun stories. I tremble whenever I hear some kid say he wants to make a living in the videogame industry. I worked in it for a short while, and while it has its ups and downs, the downs can be very low and long. It is a personal choice, yes, but they should be aware of what to expect.
In short: it is not
always fun. You can learn a lot, you can enjoy it a lot. I hope you do! It can be a really worthwhile experience! But if you want to get serious with it, be prepared for the not-so-glamorous times, the hair pulling and the darker moments.
But then again, that may be true with everything. :-/