| If you want to get into the field of game design, you | | | | different than what you expected. |
| will need to have more than just an idea. Ideas are | | | | A good solution to this problem is to hire some |
| not worth anything by themselves. The reason for | | | | testers that will play your game and give you |
| this is because it is very easy to come up with game | | | | opinions of it. You may have gone through several |
| ideas, practically anyone can think of game ideas- | | | | gameplay revamps of your games, and you should |
| they are a dime a dozen these days. It all comes | | | | test them after each iteration to see if players are |
| down to implementing your idea well. You will need to | | | | actually thinking it is fun. Thus, the final game may |
| have a design document ready for your game, you | | | | end up quite different than planned. |
| cannot just jump right in and work on your game. | | | | Is your game innovative enough? |
| Planning is a must in the world of game design, if you | | | | Do you think that is it absolutely required to be |
| fail to plan, you are most certainly planning to fail. | | | | innovative? Innovation is a bit overrated; the overall |
| What to do when the initial design isn't fun? | | | | fun of the game is more important than innovation is. |
| First, start off with some initial planning about your | | | | Even if you have a list of zany or weird ideas that |
| game. Determine the roles characters play, the game | | | | you want to implement, they may not turn out to be |
| mechanics and rules, and what the overall objective | | | | that fun in the end most of the time. |
| of the game would be. Try to make your game | | | | After all, gamers are continuing to buy the titles with |
| different from games that already exist; avoid direct | | | | huge roman numerals after them, and you seldom |
| clones. It is okay to design a game inspired by an | | | | hear complaints that "this game isn't innovative |
| existing game, but try to add your own twist to it. | | | | enough". Although one should avoid direct clones of |
| A problem may arise however: What if, after you've | | | | other games, there maybe is such a thing as trying |
| actually implemented what you have planned, the | | | | too hard to be innovative and not worrying about |
| game is not as fun as you thought it would be? Sure, | | | | the fun factor. |
| it sounds fun on paper, but it can end up completely | | | | |