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  On the beautiful difficulty of game development
by Andreas Ronning on 05/26/13 05:50:00 pm
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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So the first game I made was played with a tennis ball in the schoolyard of my primary school. The game was played in turns, and whoever held the ball had 3 steps while holding it, and had to throw the ball at the wall above a certain height. The next player in line then had to catch the ball before it bounced 3 times, before getting 3 steps from the position where he or she caught it. If you failed to catch it you “died”.

This game exists already, of course, in countless variations, but at the time it was a thing that just happened when me and my friend were playing. The rules congealed and there was the game.

My game design trip since then has gone through what I reckon is a pretty common course. Me and my friends would play storytelling RPGs without character sheets, where the only “mechanic” was the roll of a die and a chance of success determined by the requirements of the story we were telling. We modified board games to complicate the rules where we felt they were lacking, we made game mashups.

Game design, at this point, was purely play. Going from idea to “product” was little more than coming to a verbal agreement among players. ACTUAL game development was almost unthinkable. Video games were magic. They were put together by foreign wizards in a forbidden realm, and when we were allowed some form of passage through modding, doing maps in Duke Nukem 3D, Quake, Witchhaven, Doom and Marathon, our game designs were still just agreements, challenging eachother to survive ridiculous mazes of 4D space, bottomless pits, skyscraper-sized toilets and laser tripwires.

I have a deeply, deeply ingrained respect for the men and women who created the games I played in my youth. They weren’t mere game designs, they were development challenges on a level so demanding game developers regularly pioneered new programming techniques altogether. Reading Jordan Mechner’s memoirs of developing Karateka and Prince of Persia, the latter a formative game for me, or reading Masters of Doom and realizing the kind of divine madness driving the guys and gals who built these culture-defining artifacts of technology and entertainment has drilled deeply into my skull that making good games is hard work.

I’m bothered by the idea that making a game is now “easy”. I don’t think good things come from an easy place. I’m willing to admit I may have some sort of personal issue here, but I have a feeling game development the past few years, with the advent of technologies that greatly lower the bar to entry, has resulted in a game development culture that embraces the quick and the loose over the grittily deliberate. Game jam culture has become so prevalent people regularly commit to jams lasting even just a few hours in length, resulting in games that more often than not are elaborate jokes, and even at the best of times are little more than prototypes.

I don’t think a prototype is an achievement. I have made so many prototypes over the years I have completely lost count. I have started so many games that were never finished. None of those attempts were an accomplishment. They were hard work, wasted, because I didn’t have the stamina or confidence of vision to see them through. They were days of life that went nowhere but to teach me the value of failing.

Game jam culture seems to be built around teaching that idea; Fail fast and hard, learn from your mistakes, stay agile. But the unhappy side effect of this genuine wisdom is a barrier of entry so low some people seem content to just churn out what is frankly technological garbage under the pretense of being a game developer. Game development for game development’s sake. “I’m a game developer”, he says, with a hundred pieces of shit to show for it, with a community that warmly embraces him as one of its own, because hey, look at all the games he’s made, and one of them even deals with a tough topic!

I continue to be unimpressed with this element of game jam culture. I wasn’t brought up to accept a prize for simply showing up at the race, and I wasn’t brought up to think a 60 yard sprint is equivalent to running a marathon.

I’ve programmed for 15 years now. Video game development is the single hardest thing I’ve ever done, and that is why it’s worth doing. It’s the field of development where you are being challenged at nearly every corner, to be creative, to be pragmatic, to trust your instincts and to kill your darlings. It’s the true bridging point between the traditional artist and the programmer, where your brain has to balance emotions with architecture. Game development is beautiful because it is a sheer icy cliff. And you can stand at that peak and look down at the work you created and feel true accomplishment.

I don’t think game jams accomplish anything but build a culture, I don’t think the pretense of “practise runs” is valid (game dev and programming isn’t a muscle memory skill), and I think it builds poor character.

Maybe I’m being a meanie. I don’t know, probably. I think it bottoms out in my own expectations of my own work; I don’t think any prototype I ever made is something to be proud of. I’m proud of technical accomplishments and knowledge gained, but the prototypes themselves are detritus.

I have games in progress I will be proud of. Super Croissant Fighter has been iterated on so much I know that thing is solid and simply lacks content to be complete, in the shape I want it to be. When SCF is complete, warts and all, it will be an accomplishment for me. It’s been nearly six months in the making.

I have a google drive full of artwork and design docs, a desk strewn with drawings, an Android tablet packed with control prototypes for my Lovecraftian Homeworld-like RTS. This is a game that will happen because I’m ready to put in the effort, the time and the work. I’m expecting it to be at least a year in the making.

Game development is hard work, and should be, because the hard work of a good game can be felt with every pixel and every fibre of its design. Have you played Super Mario Bros recently, felt those physics and noticed just how god damn modern that game still is? SMB was not made in a hurry.

We shouldn’t be teaching anyone that it’s okay to get away with the bare minimum. No prizes for just taking part. We should be teaching people that we are all climbing the mountain together, that we know the pain, and we respect the effort.

 
 
Comments

A S
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Game jams are about finishing games and moving on. While yes, the majority of short game jams result in prototypical games, pretty much every indie dev of note is\was a frequent participant in game jams and some of the prototypes they made have\are turning into major releases (see Mew Genics for the latest example).

I'd take this kind of rant from Chris Hecker, but, frankly, who are you to comment on how other people choose to structure their dev methodologies? I apologize if I am being ignorant but I do not believe I have ever played an Andreas Ronning game, and hence I really have to take your "lessons on game dev" with a huge spoon of salt. Try finishing something, putting it out there, and then sharing what you've learned with us.

Andreas Ronning
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I'm a little bothered by the idea that who I am has bearing on the validity of my opinions. These are clearly just opinions, and they come from a real place; What does it matter who I am, or how "big" my name is? Nobody has to follow me anywhere, and I hope I made it clear in the text that I'm more than ready to admit that my perspective may be heavily influenced by flaws in my personality.

Take this text for what it is; A guy who loves making and playing games, presenting his personal perspective. The best thing I hope for is debate.

A S
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Hi Andreas, thanks for your reply.

This wasn't meant personally in a sense, but you can hopefully understand why I would feel that a post on the required elements of game development should come from someone who has developed games. In that way I am not critiquing yourself, but I have to have some way to judge the validity of what you say; the most pertinent way I could do that is your body of work.

Keith Blake
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I think there is a fallacy in your premise: that game devs should be proud of their game jam results.

Having now hosted 4 monthly game jams on my own, and participated in several myself, I share your feelings that some just don't get the point of the jam. Finishing a crap game at the end and slapping a bow on it and calling it done is not the point. There are various potential goals, but ALL of them involve LEARNING, not ACCOMPLISHING (IMO). The only pride should be in what you gained from your brief, focused, timed, structured training workout (a la McFunkypants).

I've seen newbs realize that they can actually create something (albeit shit) that pushed them to move further. (Moving further, or self confidence is the positive result of that jam.) I've seen apprentice/journeyman game devs who have yet to really complete something of critical "worth" open their spectrum to new approaches, tools, and techniques which can push them further to make something seriously awesome in the critical sense of the word (not the indie "every piece of shit is awesome" sense).

So, I think you've mistaken the real value of game jams (as many do, including some of their participants). It's not the output, it's what you learned along the way. We all have shit prototypes. We don't jam because we need more of those.

As for the previous commenter: someone's worth or insight in this industry should not be measured by how others have judged their work. Andreas brings up a thoughtful, important realization that I think we should all take into consideration. And, FTR, by your definition, you should also ignore everything I just said as well.

Andreas Ronning
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I think perhaps I mistake that value because I have always "jammed" in that way. Like making prototypes and playing with techniques and the process is just something you should naturally be doing as a game developer, I think. I get the sense that a lot of "jammers" get so high off the feeling of community, and the feeling of creating a thing with a beginning and an end, that they forget to pay attention to the actual impact of the thing they have created. There are of course exceptions - Great things have come from jams - but there are *so many jammers*....

I mean looking at the things I've done, the best thing to come from my prototypes have been opensourcing of my tools, such as this thing https://code.google.com/p/doomsdayconsole/
I'm fairly proud of that specific library, but it was originally produced during the development of a game prototype that went nowhere. Was the prototyping valuable? Undoubtedly, but was the prototype itself valuable? Hardly. I can barely remember what it was.

I hope developers who are introduced to game development through the game jamming community come out on the other end with an understanding of the stamina and will it takes to make a dream a reality, instead of a sense that games just need to get done quick because making games is primarily about finishing them on time.

Martin Pichlmair
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Game jams can have even more goals than learning or accomplishment. I love to do a game jam now and then while I'm in a long project, just to get my head clear. It's simply refreshing to do a small project in a new team. Even better if you fill a role that you usually don't do but always wanted to get a taste of. While I generally agree with your judgment of the value of the outcome, and to a certain degree also agree with your impression of the game jam culture, I think you're not seeing the full picture. That's not required for an opinion piece like this, but it is worth mentioning that there are more scenarios than you are describing here. As usual, Amnesia Fortnight, to a lesser extent Molyjam and Mojam might serve as examples for jams with a different story.

Jose Lema
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Interesting perspective. Let me give you mine...

I've been a software developer for nearly twenty years. As a kid I learned to program on an AppleII+. The silly programs/games I wrote from ages 7-10 gave me a "bug" that would lie dormant for another 10+ years. Returning from college I decided to look into game development and it was hard...too hard in fact. But I still ended up making a living and supporting a family writing code. Fast forward twenty years.

I've got kids and they love games. A couple of them want to try their hand at building a game. I end up with five kids at our house for a couple weekends learning how to use Lua and Love2d to write simple games. At the end of our "sessions" it's time for Ludum Dare and one of my middle-school boys decides to build a game from start to finish in 48 hours. While it's not completed to his standards by the timeline, he submits it and gets tons of feedback from a community of strangers. Their encouragement fuels him to take two additional days to "finish" it.

Now it's been about a month since the game jam ended, and he's wrapping up his next game and starting a blog to house his "portfolio". He's caught the "bug" and it was possible due to the lowered bar and the game jam community, and for that, his old man is grateful...and proud. :)

Mike Reddy
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I'm wondering what the motivation for the piece was? Judging by the comments, which vary from "Who are you again?" (I get that a lot.) to "Why knock Jams? Here's why they're great!" (Something I support, having been involved with organising the Global one since pretty much the beginning. Colours nailed to mast, as it where!), you've clearly hit a nerve. Well done. Now what?

There's a movement, called "Slow Food", trying to engage people in the process of cooking rather than the end product; the name inspired by its antithesis "Fast Food", which is rarely good and only superficially satisfying. This is, to put the best interpretation on your article, what I think you want to communicate: a game stew, slowly simmered. Or an oven baked rice pudding, occasionally stirred with regular top ups of milk, made with love over several hours, not irradiated in a microwave, after being liberated from a tin.

The thing is, good food doesn't have to be slow food. And fast food isn't necessarily bad, but can be a success if it confirms there is something worthy of going back and exploring. Mixing ingredients to achieve an experiment in taste can be quick; go brew Coffee, Earl Grey Tea, mix equally with a spoon of honey, then come back and tell me if for you it also tastes of licorice!

"Thomas was Alone" is such an example. Flash dev'd (if you don't mind the pun), honed, extended, polished, pretty darn good. Personally, I'm not keen on the
SPOILER






levels where you balance two competing gravities, but that's one small part, and still a surprising emergent mechanic to be discovered




END SPOILER

However, a jam isn't the End. It's not the beginning if the End. Or even the End of the Beginning. It's the End of the Beginning of the Beginning. It's enough steps for your instincts to know if you are going the right way. And just enough time to "kill your darlings" without mortally wounding yourself.

And let's face it, finishing the smallest thing is still an achievement, if only because you can walk away from it, not feeling you've failed to try.

DoctorMike


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