Game 2: Some Kind of Trinity
After a few weeks of pondering which game I want to do next I had this epiphany of the obvious: make some prototypes.
“Whenever you don’t know which road to take follow each of them for a short time.” (Steve Pavlina)
This long time of pondering was necessary, even if it feels like wasted time. It flagged many important questions I have to consider BEFORE I start the game:
- How long should it take from start to release?
- What’s the game’s scope?
- What’s the game’s main feature/mechanic?
- Content: high demand (RPG) or low (Tetris)?
- Content: what can/should be generated, what’s going to be handcrafted?
- What’s the budget?
- How to market the game? Where?
- Support modding?
- How to slaughter pirates and decorate your castle walls with their heads?
- What would help to build and maintain a community?
- What will be the biggest risks (e.g. uncharted coding territory)?
- How to fund this game? How to market the funding?
- What’s the revenue model?
- Which platforms should I aim for?
- What’s the best engine for the game?
- Which graphics styles and themes are effective and affordable?
I don’t want to over-analyze this. Yet it’s necessary to get clear about important things like time budget, scope, audience and marketing.
There’s just one gut decision I can’t overcome by rationalization: