Making your own games is also a great way to get a better understanding of and appreciation for the games that others make. It has made me a more discerning consumer of games.
I love this attitude of who cares? Making something is fun. I think it is easy to get caught up in sales, and likes and followers, and if that's your focus, and it doesn't happen, there's are real chance of burnout. In the end, make something, because it's fun.
Great post, and very inspiring! I love the points you made about "[ignoring the] negative questions in your head." I often find myself plagued by those questions whenever I'm trying to write. "Will anyone else like or even read this? Am I just wasting my time?"
I have to remind myself, "Just do this for yourself! Because it's fun and it's good for you." It's definitely a muscle you have to continually build up.
Good post! For me, making games is sorta my way of also playing them and scratching the writing. I used to write a lot more than I do these days (now it’s my job so hard to get fired up to do it in my free time), so I’m able to bring my love of and desire to write and my love of gaming together in a creative way that sometimes other folks enjoy too.
I didn't write a whole game yet. What I did create was a playbook for Masks. And I created it because I was reading things about necromancers unbalancing the game with new initiatives and turns, and at the following day a player said to me they wanted to play a Persona type character in Masks. There was no playbook for it, and both concepts meshed in my head and I had to write it out, test it, make corrections, test it, and when the main loop was completed, add all the other moves. and test them. It took a little more than 3 weeks of on and off writing and testing, because I also had my normal job, I sent it to the player, we tested it in play with others, she was pleased with it, I corrected just a little for something I saw during play and then , after another test it was finally time to publish it.
That's great. Often times creating something like that comes from a need/niche that isn't fulfilled elsewhere, forcing you to figure something out. That sounds really cool!
Making your own games is also a great way to get a better understanding of and appreciation for the games that others make. It has made me a more discerning consumer of games.
I love this attitude of who cares? Making something is fun. I think it is easy to get caught up in sales, and likes and followers, and if that's your focus, and it doesn't happen, there's are real chance of burnout. In the end, make something, because it's fun.
Great post, and very inspiring! I love the points you made about "[ignoring the] negative questions in your head." I often find myself plagued by those questions whenever I'm trying to write. "Will anyone else like or even read this? Am I just wasting my time?"
I have to remind myself, "Just do this for yourself! Because it's fun and it's good for you." It's definitely a muscle you have to continually build up.
Great piece! I took on my project as a creative challenge that helps fuel my art. They seem to be fueling each other now.
Good post! For me, making games is sorta my way of also playing them and scratching the writing. I used to write a lot more than I do these days (now it’s my job so hard to get fired up to do it in my free time), so I’m able to bring my love of and desire to write and my love of gaming together in a creative way that sometimes other folks enjoy too.
Great post, and very useful. This touched a nerve for me, in a good way. Btw the cover of Niv Lova looks a treat!
Thanks!
I didn't write a whole game yet. What I did create was a playbook for Masks. And I created it because I was reading things about necromancers unbalancing the game with new initiatives and turns, and at the following day a player said to me they wanted to play a Persona type character in Masks. There was no playbook for it, and both concepts meshed in my head and I had to write it out, test it, make corrections, test it, and when the main loop was completed, add all the other moves. and test them. It took a little more than 3 weeks of on and off writing and testing, because I also had my normal job, I sent it to the player, we tested it in play with others, she was pleased with it, I corrected just a little for something I saw during play and then , after another test it was finally time to publish it.
The summoner is pay what you want at drivethru.
That's great. Often times creating something like that comes from a need/niche that isn't fulfilled elsewhere, forcing you to figure something out. That sounds really cool!
Dang! This reading reminds me I still have on the 'to do' list the KUP manifesto... I believe that it's smtg like 4 years I have it...
There seems to be a story inside most of us that wants to be written. Story, game, play.