So there's this basic concept in game design that many
designers follow, and for that matter it's the same basic concept for any
artist of one stripe or another: make a product that you would enjoy
using.
Directors like to make movies
that they would watch, novelists like to write novels that they would read, and
game developers like to make games that they would play.
When it comes to games, however, there's a bit of a tougher
problem: you also have to have the resources available to you to make the
game. So if you like playing God of War,
you're not going to just go making something like God of War on your own.
For me, I had to carefully strike a balance between the type
of game I'd like to play and the resources available to me (and my current
skill with those resources). Being that
I'm at least moderately skilled in Flash ActionScript, when it comes to making
videogames that's my first choice. Next
came the problem of choosing a game to make.
Latchkey bubbled up in my mind, and while I enjoy Adventure games, a
problem arises: I've never played a text-based Adventure game that I
liked. So I thought I could make a
text-based Adventure game my way, and
enjoy the result. Latchkey also
contained themes which I would carry over to later projects, so I could learn
how to program those concepts on Latchkey first.
New problem: since I don't enjoy even the genre of what I'm
making, when I hit snags or long periods of recoding, I lose all
motivation. This has been the case for
some time now, and it's also why I've been working in spurts on it.
When it comes to tabletop games, however, I've got a lot
more free reign. So I could make almost
anything I wanted, and the idea I came up with was, of course, FissureVerse
(then called The Vortex). FissureVerse
is working well, but slow going because I'm tired of looking at bad placeholder
art and want to look at good placeholder art, and get permission from the
artists to do so. So the holdup here
isn't that I've lost the drive to work on it, but rather that it's simply long
work with little to show--I don't bother posting all of the artists that
haven't given me permission, for instance.
So on thinking hard about this, I've come to the conclusion
that FissureVerse is to stay, but Latchkey is to go--at least on indefinite
hiatus, or come sporadically when the mood strikes. It's difficult to make that decision, because
it's difficult to murder your darlings, and also because of the sunk cost
fallacy, which I find I am particularly prone to (how many books have I
finished reading that completely sucked and I knew they would from halfway
through?).
I do, however, want
to continue making videogames, and it's a question of finding the project that
I can see myself working on.
One of the ideas I had in the running (back when I was
deciding on doing Latchkey) was a graphical adventure/exploration game called
Knotwood. Some concepts in Knotwood got
parsed out and subsumed in the initial creation of FissureVerse (pieces which
ultimately got removed), and other aspects, particularly the setting, began to
be turned into a work of fiction.
As a videogame, however, Knotwood would take one of the main
characteristics of Latchkey: it would be
a massively single-player game, where
the player would explore a randomly generated world, but there would be common
areas where players could meet. This
concept I also want to apply to more game ideas, as well, and it's a pretty big
central theme I'd like to see expanded on.
The reason I chose Latchkey over Knotwood initially,
however, is because Latchkey is entirely text-based, and Knotwood is graphical.
My aversion to creating my own graphics
kept me from starting Knotwood, and opting for the less graphically
intimidating (but ultimately less intriguing) game first, to be a test run of
the massively single-player concept before trying it in Knotwood. Well, so far It's been over a year with
Latchkey and I haven't even started that aspect, because I've been too busy
with dictionaries and verbs and locked doors and directional words and a whole
host of other things that would not be carried over into Knotwood (or any other
game).
Latchkey still has potential to me, and I think I might go
back to it when I've got a better handle on programming such things, but for
now, I want to try my hand at Knotwood, which I hope will be a far more
interesting exercise in game design than Latchkey--at least for the
moment. I think once I have more fully
understood some of the programming principles I haven't mastered yet, I could
bring back Latchkey, possibly even to restart from scratch, and make it right. Or I'll just diddle with it when motivation
strikes. (Perhaps if I can't bear to
kill it outright, I'll let it bleed to death.)
But in the meantime, Knotwood will begin, and rejuvenate my
lagging creativity and blog posts.