"Awesome video, buddy! I was wondering if you could help me out with creating a combat system similar to World of Warcraft. I’ve been searching for guides but haven’t had much luck finding anything specific. If you could point me in the right direction, or let me know if you’ve already made any videos covering combat mechanics, I’d really appreciate it!"
Your kid is cute, but yeah 6 months is all touching things, looking at distinct shapes, colorful stuff, etc. A big key to making better games is to make games. Making small games just to make them is most important early on, not target audience. I found this out by doing game jams with 48 hour time spans, because just finishing something and letting people play it, and seeing their reactions is one way to make better games. Also as an aside, the examples of Star Wars/Xbone, etc were probably workshopped with focus groups, as bigger companies tend to do, and the issue is that even trying to reach a target audience you may fail to succeed. Also sometimes *target audience* is something you have to create with millions of dollars. Not doing exactly what fans demand is also not a wrong thing to do, because fans don't know what can be done. If fans want a new KOTOR, that's cool, but that's also just wishful thinking, especially since Bioware is doing other things. So is Obsidian. RPGs on their own are a perilous pursuit as is, and there's no telling that a new Star Wars RPG would do well. I used to work at Rockstar, and if you read game forums when Rockstar was releasing GTA San Andreas, you'd think they were mad to do it (because many racists showed up and said they just liked "organized" crime better, and don't like rap and other things associated with GTA:SA) However SA was the most successful GTA by a mile because they aimed for an internal metric, making a fun game that let people change stats, get haircuts, etc. That was a goal internally, that they thought people would rock with, and they were right. The biggest reasons of AAA issues these days aren't Target Audience, they are overscope, long time tables, etc. which are the opposite of what anyone at the beginning should be thinking about. Make some games over a few weeks, and gradually grow. Even some bigger companies do internal game jams to get creativity going because long projects *suck* tbh.
I appreciate you sharing your perspective, especially the insight you have from working at Rockstar. That's really awesome. Thanks for mentioning that if you're at the beginning just making small games is the best way to learn quickly. I should've mentioned that this isn't for people just starting out. I'm somewhere in the middle of learning all this stuff. I've come to the point where I need to consider why my small projects don't turn out as well as I think they will instead of just jumping into the next one like I was doing. Taking the time to consider who would even want to play these games is a small thing that has helped me figure out how to do that. I definitely wouldn't encourage anyone to just do what fans want, games would boring if that's all devs did. Plus like you said with GTA:SA sometimes people don't know they want something until its shown to them. Do you mind if I ask what you did at Rockstar? I'm genuinely curious and may have more questions
wholesome, love it!
Hey man, love it! Making a game with my son RN!
that’s pretty cool bro
Congrats on the baby Shinobi! Being a dad is the best. Enjoy it man. She's going to be interested in playing games with you before you know it.
Thanks, I can't wait for that day!
This is pretty awesome man. Appreciate your videos!
Thanks for watching!
your daugter is too cute! and I love that you made a game for her.
Thanks!
"Awesome video, buddy! I was wondering if you could help me out with creating a combat system similar to World of Warcraft. I’ve been searching for guides but haven’t had much luck finding anything specific. If you could point me in the right direction, or let me know if you’ve already made any videos covering combat mechanics, I’d really appreciate it!"
Your kid is cute, but yeah 6 months is all touching things, looking at distinct shapes, colorful stuff, etc.
A big key to making better games is to make games. Making small games just to make them is most important early on, not target audience. I found this out by doing game jams with 48 hour time spans, because just finishing something and letting people play it, and seeing their reactions is one way to make better games. Also as an aside, the examples of Star Wars/Xbone, etc were probably workshopped with focus groups, as bigger companies tend to do, and the issue is that even trying to reach a target audience you may fail to succeed. Also sometimes *target audience* is something you have to create with millions of dollars.
Not doing exactly what fans demand is also not a wrong thing to do, because fans don't know what can be done. If fans want a new KOTOR, that's cool, but that's also just wishful thinking, especially since Bioware is doing other things. So is Obsidian. RPGs on their own are a perilous pursuit as is, and there's no telling that a new Star Wars RPG would do well.
I used to work at Rockstar, and if you read game forums when Rockstar was releasing GTA San Andreas, you'd think they were mad to do it (because many racists showed up and said they just liked "organized" crime better, and don't like rap and other things associated with GTA:SA) However SA was the most successful GTA by a mile because they aimed for an internal metric, making a fun game that let people change stats, get haircuts, etc. That was a goal internally, that they thought people would rock with, and they were right.
The biggest reasons of AAA issues these days aren't Target Audience, they are overscope, long time tables, etc. which are the opposite of what anyone at the beginning should be thinking about. Make some games over a few weeks, and gradually grow. Even some bigger companies do internal game jams to get creativity going because long projects *suck* tbh.
I appreciate you sharing your perspective, especially the insight you have from working at Rockstar. That's really awesome.
Thanks for mentioning that if you're at the beginning just making small games is the best way to learn quickly. I should've mentioned that this isn't for people just starting out. I'm somewhere in the middle of learning all this stuff. I've come to the point where I need to consider why my small projects don't turn out as well as I think they will instead of just jumping into the next one like I was doing. Taking the time to consider who would even want to play these games is a small thing that has helped me figure out how to do that.
I definitely wouldn't encourage anyone to just do what fans want, games would boring if that's all devs did. Plus like you said with GTA:SA sometimes people don't know they want something until its shown to them.
Do you mind if I ask what you did at Rockstar? I'm genuinely curious and may have more questions