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Ray's #gamedev Lessons Learned #2
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Been a few days, but hey I'm on summer break. 😝😝😝 I thought I was going to do a level design article. But honestly I think people need to be reminded of an unpopular opinion I have:
➤ 𝙌𝙪𝙖𝙡𝙞𝙩𝙮 𝙏𝙃𝙍𝙐 𝙌𝙪𝙖𝙣𝙩𝙞𝙩𝙮
Now I used to say Quantity over Quality, but it didn't quite convey the right message. Basically prioritize going through projects FAST over WELL. Release sooner rather than later, and focus on publishing and getting it in front of players as early as possible.
One of the biggest risks in this industry is spending an absorbent amount of money and time into a project that is dead on arrival because it isn't exactly what players want. So many indie games spend years in the pipeline only to not payout dividends when they finally get put in front of players. The thing is, as long as the experience feels aesthetically cohesive, players will play it and they can still enjoy it. We've seen this time and time again in #FortniteCreative, #UEFN, #RobloxDev, etc. Prioritize putting something out there.
Most game devs are passionate about their work. We are often perfectionists. We are our own worst critics. We will delay and delay because we don't want something we did to reflect poorly on us. I get it. But also, your passion is already driving you to naturally do amazing work. Your critical eye is often overkill. Save that energy for when you know you have a hit on your hands. DON'T WAIT to show people what you are working on. Use #ScreenshotSaturday tomorrow for your WIP. What you have is almost guaranteed better than what you think.
More so, gold rushes are just that... a rush. First to market is sooo important for so many ideas. The great thing about focusing on Speed over Quality is that you can always add quality later and improve over time. You can't retroactively get back the 3 extra months you put into a project if it turns out it isn't what players want. Polish is 10% of the work that takes 90% of the time. DON'T POLISH UNTIL YOU KNOW WHAT YOU HAVE IS WHAT YOU NEED. Anything you do for polish or improving quality in general may not be worth the resources or the time, because your idea may not be good enough to make back what you put in.
Final case in point... often the hardest part about game dev isn't the development of the game. It is everything that comes after that. Marketing a game, knowing what makes viral content, playtesting, receiving feedback, adding new content later efficiently and regularly, etc.. All of that comes AFTER releasing a game, not before. If you spend all your time in making games, and none of your time in post release you won't get much experience in the hardest part of the process. We often start new projects over and over. You could find yourself in a cycle of development for 5 years on 20 different projects, and not gain ANY experience in marketing.
A good game, that NOBODY knows exists might as well have not been created. Get your game out there sooner than later. Get players sooner than later. Advertise sooner than later. Get feedback sooner than later. Release updates sooner than later. Learn from #Fortnite, 2 week content updates is a pretty baller release cadence that is hard to compete with in the AAA space. Can you do that? Can you do it more frequently?
Game dev is a skill that improves with experience naturally cuz there is so much to learn. If you don't explicitly focus on quality, you'll still naturally get higher quality in the end cuz you learn by doing.
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Challenge yourself. Can you make a game a month? Can you make a week? What do you have to lose, if you normally spend 6 to 24 months on a project?
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Lesson #1 - https://t.co/RCwagJbwm2
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