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The Motivation and Creativity Page
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Why Should I Make Games? A long, long time ago . . . I can still remember how that music used to make me smile. And I knew if I had my chance that I could make those people dance and maybe they'd be happy for a while. Part of the lyrics from the song American Pie by Don McLean Why should you make games? Do it to give players joy from your unique perspective and to have fun expressing yourself. You win and the players win. Duane Alan Hahn To me games have an extremely great and still unrealized potential to influence man. I want to bring joy and excitement to people's lives in my games, while at the same time communicate aspects of this journey of life we are all going through. Games have a larger potential for this than linear movies or any other form of media. Philip Price from a Halcyon Days interview I had no special training at all; I am completely self taught. I don't fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is. Someone who designs projects to make people happy. That's a game designer's purpose. From the book Programmers at Work by Susan Lammers Even though I enjoyed the challenge of programming, ultimately the motivation was the fans, the gamers themselves. I kept asking myself, "Is that guy enjoying the game?" In those early days we got fan mail all the time. Bob Whitehead (adapted) You have to measure your success by the way your audience responds to your games. No matter how small that audience is, it's yours. Your game is part of the lives and the memories of those people in a way that WordPerfect or Lotus 1-2-3 or Windows can never be. Compute Magazine, October 1992 Game development makes a great hobby. I also think in the future, with engines, tools, and books on game development becoming commonplace, that more artists, writers, and just plain creative people will start to produce more games for people to play simply because they enjoy doing it. For a growing number of people, constructing cool software is like building a neat model airplane; it's just a craft that takes a lot of skill but provides even more enjoyment in return. Ben Sawyer (adapted) From The Ultimate Game Developer's Sourcebook Making a game is about having fun, overcoming challenges, being grateful for help from better programmers, and trying to make players happy. If people have a rough day at work or school, they can sit down, play your game and get away from it all for a little while. If we can help players relieve stress and just generally feel better after playing, we've done a good job. Duane Alan Hahn
Humble Confidence There is a difference between conceit and confidence. Conceit is bragging about yourself. Confidence means you believe you can get the job done. Johnny Unitas Many people believe that humility is the opposite of pride, when, in fact, it is a point of equilibrium. The opposite of pride is actually a lack of self-esteem. A humble person is totally different from a person who cannot recognize and appreciate himself as part of this world's marvels. Rabino Nilton Bonder Sometimes you just have to have the confidence and the belief in the fact that you're going to pull it off and you just keep going forward every day and you don't allow the self-doubt or any doubt or even a shadow of a doubt to enter your mind because you just have to keep going forward. Barrie M. Osborne (adapted) The End of All Things documentary on The Lord of the Rings: The Return of the King (Extended Edition) DVD
Criticism Criticism is information that will help you grow. Hendrie Weisinger, Ph.D The dread of criticism is the death of genius. William Gilmore Simms To avoid criticism, do nothing, say nothing, be nothing. Elbert Hubbard Concern over criticism clogs creativity. Duane Alan Hahn When you're young, you tend to believe what people tell you, and that's dangerous. As you get older, you learn that you're never as good or as bad as they say you are. If you understand this, you win. George Clooney (adapted) Too many games are made for the challenge of it, without seeming to care that much about players. Even though players are important, their reactions should only be taken as feedback you can use to make better games. Player comments shouldn't feed your ego or damage your self-esteem. Duane Alan Hahn
Hesitation and Worry The essential part of creativity is not being afraid to fail. Edwin H. Land While one person hesitates because he feels inferior, the other is busy making mistakes and becoming superior. Henry C. Link Imperfection clings to a person, and if they wait till they are brushed off entirely, they would spin for ever on their axis, advancing nowhere. Thomas Carlyle You can't hit a home run unless you step up to the plate. Unknown The greatest mistake you can make in life is to be continually fearing you will make one. Elbert Hubbard You can't build a reputation on what you are going to do. Henry Ford No man ever sank under the burden of the day. It is when tomorrow's burden is added to the burden of today, that the weight is more than a man can bear. George Macdonald Even if you are on the right track, you'll get run over if you just sit there. Will Rogers I have been impressed with the urgency of doing. Knowing is not enough; we must apply. Being willing is not enough; we must do. Leonardo da Vinci It is the greatest of all mistakes to do nothing because you can do only a little. Do what you can. Sydney Smith Use those talents you have. You will make it. You will give joy to the world. Take this tip from nature: The woods would be a very silent place if no birds sang except those who sang best. Bernard Meltzer It's Possible (Les Brown)
Self-Motivation My dad delighted in me, which is an interesting realization. Anything that I would do throughout the week was kind of like when you're at a casino and you get casino chips but it's not real money until you go to the cashier's window. On Sunday, when I'd go home and do laundry, I would tell him about my week. Just to watch him delight turned those chips, if you will, into hard cash. When that was taken away from me, you realize that you have to do things for your own gratification and not for parental acceptance or whatever. You just need and want to do it for yourself. Mike Myers from Inside the Actors Studio (adapted) You can get all the advice you want and read all the books you want, but what you've got to do is stand at the computer like I did from day one and say, "What can this stupid little thing do?" You've got to try little things out and make a million mistakes. But the great part about a home computer is you can do whatever you want and you aren't going to blow anything up. Gary Kitchen from an AGH Library article Failure is not the only punishment for laziness; there is also the success of others. Jules Renard
Getting Started (You Can Do It) First you write down your goal; your second job is to break down your goal into a series of steps, beginning with steps which are absurdly easy. Fitzhugh Dodson Many drops make a bucket, many buckets make a pond, many ponds make a lake, and many lakes make an ocean. Percy Ross Learn how to program and play lots of games. If you find yourself capable of writing a game, someday you'll be capable of writing a really good game. My dad's a writer, and when you ask him how to learn to write, he says, "write." So basically, do it and keep doing it until you get good. Fred Haslam From SimCity 2000: Power, Politics and Planning by Nick Dargahi and Michael Bremer Very few programmers are able to create a big hit on their first or second attempt. It takes time to build the skills required. So start simple (at the bottom), write a game you are capable of doing, and work your way up to the top. After you create one game, take a short break, then make your next game. Each time you'll know a little more than you did before. Ben Sawyer (adapted) From The Ultimate Game Developer's Sourcebook I have a a design philosophy that can be summed up in one sentence: "Make it work reliably and fast." This sentence can be broken down into the basic steps of a project:
There are cases where you design something that looks good on paper and there's only one small part of it that's fun. You have to focus on that and throw the rest away. Brent Iverson The best way to move game design forward is simply to develop, design, and construct a game. And make sure you finish it. No matter how bad, how simple, how slow your finished product is, you will learn an immense amount simply by building a game on your own. Read, experiment, design, develop, play, and most important of all, have fun. In the end, having fun is what games are all about. Ben Sawyer (adapted) From The Ultimate Game Developer's Sourcebook Woody Allen said "Eighty percent of success is showing up." That seems to apply to just about everything, including programming. Even if you barely know what you're doing, there is some kind of magic in 'showing up.' All you have to do is work on your program. That simple action can have an almost supernatural effect. Your subconscious mind will bubble like boiling water and amazing things will happen. Duane Alan Hahn By first taking a leap of faith toward your goal without worrying about the material means to get there, these material means automatically fall into place. Success seems to be connected with action. Successful people keep moving. They make mistakes, but they don't quit. Conrad Hilton I wrote my first game on a remote terminal using APL/360 as the language. My first microcomputer game emulated a complete tank war game on a home-brew system I built that had a whopping 4K of memory and a 512-byte operating system. The point is, a good writer need not blame his tools. He'll make do! K-Power Magazine, June 1984 The concept for PITFALL took less than 10 minutes. The difficult part was sitting at the computer, for over 1,000 hours, and making it happen. David Crane from a Digital Press quote page Ideas are cheap. A dime a dozen, as they say. It's the implementation that's important! The trick isn't just to have a computer game idea, but to actually create it! K-Power Magazine, June 1984
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How to Make New Games from Old Games One way to invent your own game is to take an old game that doesn't quite work for your purposes and change it around. You might make some minor revisions in the game or you might totally overhaul the whole thing so that it's completely unrecognizable, depending on how much of the original game is attractive to you.
Have you completely recycled this old game so that it meets your standards? Are you excited about your new version? If you are, then why are you still reading this? Get going. Adapted from the book Playfair by Matt Weinstein and Joel Goodman Where we cannot invent, we may at least improve. Charles Caleb Colton Begin with another's to end with your own. Baltasar Gracian Nothing is new except arrangement. William J. Durant What is originality? Undetected plagiarism. Dean William R. Inge
Creativity and Flexibility Even though it's fun to crawl inside a computer and play with its potential, it's really important to look at other aspects of your life as well. That's where ideas for programs will come from. Marcia Burrows K-Power Magazine, April 1984 While tight with concentration on what is being written, the writer has a thought, an insight, a partially articulate concept. The natural response is to think, "I can't stop what I am writing. I'll remember the idea," and continue writing. The writer is wrong. He will not remember it. The thought, the insight, the concept will disappear. It may return, but you will not need it then, or recall when it might have been appropriate. Insights and perceptions pass through the mind like fleet fireflies. Lit for an instant, then gone back into the dark. They are precious, irreplaceable. Stop what you are writing and write them into a notebook, onto a napkin, a scrap of paper. ANYWHERE. They are more important than what you are writing now. What you are writing now is there. It is visible, tangible. You will not lose the mood, the flow, the roll. From the book Dare to be a Great Writer: 329 Keys to Powerful Fiction by Leonard Bishop Write it, even if you think it's terrible. Don't prevent yourself from jotting down a word, phrase, or paragraph just because it "isn't quite right" or "it won't work." Maybe it will, maybe it won't, but it's better to write it down, you can always edit later. And you don't want to stop yourself before you even get started! The point isn't to use everything you write. You can't be expected to pop out perfect prose your first time out! Write now, edit later. Cristine Grace (adapted) If you fall in love with an idea, you won't see the merits of alternative approaches—and will probably miss an opportunity or two. One of life's great pleasures is letting go of a previously cherished idea. Then you're free to look for new ones. What part of your idea are you in love with? What would happen if you kissed it goodbye? Roger von Oech Discoveries are often made by not following instructions, by going off the main road, by trying the untried. Frank Tyger People should think things out fresh and not just accept conventional terms and the conventional way of doing things. R. Buckminster Fuller Creativity, as has been said, consists largely of rearranging what we know in order to find out what we do not know. Hence, to think creatively, we must be able to look afresh at what we normally take for granted. George Kneller Creativity requires the courage to let go of certainties. Erich Fromm Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun. Mary Lou Cook He who never walks except where he sees other men's tracks will make no discoveries. Unknown They will say you are on the wrong road, if it is your own. Antonio Porchia
Things to Think About The zero-sum game: that's the way it is if you're a competitive person and you see capitalism in that way. Zero-sum game implies winners and losers which I don't agree with. Somebody has to win and somebody has to lose, it all comes back to zero (minus eight, plus eight). But I don't agree with that because all boats can rise on a rising sea. Good films can help other films to be open. There's a different psychology at work. If you're overly competitive, you'll be exclusionary and say it's a zero-sum game (I must get eight and he must lose eight). Gekko simplifies it down to a painting. He says he bought this painting or this building for X and he sold it for Y and he made that profit and he assumes that somebody else got beat, but that's not necessarily true. You don't always lose. Oliver Stone (adapted) Director's commentary from his Wall Street DVD (2000) A good game has to have a fun core, which is a one-sentence description of why it's fun. Compute Magazine, January 1992 'The player is paramount' is a phrase all game developers should remember. Great game designers have a certain amount of love or respect for their players. If you're not helping your players feel happy and fulfilled in some way then you shouldn't be making games at all. Don't make games just to express yourself. Don't make games just to impress other game designers. Think about the players too. Make games that are fun, games that satisfy, games that make your players feel like you care. Duane Alan Hahn Keep the rules of the game simple. Ideally, first-time players should understand and enjoy the game without instructions. Mark Cerney Next Generation Magazine, January 1997 Anyone can make the simple complicated. Creativity is making the complicated simple. Charles Mingus The really blisteringly original games are incredibly simple. Compute Magazine, January 1992 People want to go back to a simpler time where you walked up, read two lines of instructions, and knew the game. People want clean, simple challenges, and are tired of the 45-move joystick/button combinations it takes to do a roundhouse kick. Curt Vendel from Weekly Wire Pinball is a good example of what makes a great game—a mixture of luck and skill. That's a very critical aspect. In the long run a more-skilled player will do better, but in the short run anyone should be able to win. There should be some randomness, which offer challenges over the game. When you get to games like Pac-Man or Mortal Kombat where there's a documentable sequence that you can execute to succeed, to me that's totally antithetical to what a game should be. Howard Scott Warshaw from a Digital Press interview One of my best tricks is to make every damn possible thing random. If something repeats (for example if your character looks left and right) don't make it ping-pong in perfect timing like a metronome. Always slip in randomness so that something that does repeat never looks the same twice. Nothing in your game should move to a "beat." Next Generation Magazine, January 1997 I used the random object placement in level 3 for variety. I didn't want it to be like a puzzle, where once you've solved it, it's not very interesting to do it again, and I wanted to avoid that. The bat was also added as a confusion factor, to move objects around a bit, so that the game wasn't too predictable. (I did make a mistake in my random object placement code, and there is a 1 in 18 chance that the yellow key will start out in the yellow castle, making the game unwinnable. This only happens in level 3.) As you may gather from the above, I think that randomness in a game is very strong medicine, and must be very carefully controlled. Warren Robinett from a Good Deal Games interview Don't ever take control away from the joypad/keyboard unless you really want to piss off the player. When you press jump, make him jump. Fight animators or anyone else who tries to get you to do anything else. Instant response is key. Dave Perry (Adapted) Next Generation Magazine, January 1997 It is said that our leisure activities no longer give us a break from the alienating qualities of the work we do; instead, they have come to resemble that work. The chief reason our recreation is like our work is that it has become more competitive. Sports, for example, have always been competitive and never really qualified as play in the first place. Although it's not generally acknowledged, most definitions of play do seem to exclude competitive activities. In an experiment with five-and six-year olds, Janice Nelson and her associates found that "success as well as failure in competition produced consistent increases in aggression, as compared with the effects of noncompetitive play," although failure made the children more aggressive. Another study discovered that boys who won a subsequent competition were more aggressive than those who failed. Even winning is not enough to eradicate the frustrating elements of competition. The hostile act of competition, on the playing field and in other contexts, for both participants and spectators, leads us to become more aggressive. Any activity whose goal is victory cannot be play, if you are trying to win, you are not engaged in true play. Adapted from No Contest: The Case Against Competition by Alfie Kohn Play is supposed to be the opposite of work, but most video games are just jobs with a little bit of fun thrown in. These games can leave players feeling abused, frustrated, and overly aggressive. What your players need is freedom from competition and aggravation. Give your players a place to play where they don't have to win anything. Let them have fun without having to follow a bunch of rules. Give your players a chance to overcome challenges that have many solutions. Your game can either irritate or alleviate. Which would you rather do? If you want to add to the happiness of your players, give them freedom. Duane Alan Hahn For science fiction, you establish a framework; you establish the rules. Now you have to be honest in those rules. You can't just do anything you want to because it's science fiction. Otherwise it doesn't become particularly believable. Joe Jennings (Production Designer) from the Designing Khan featurette on the Star Trek II: The Wrath of Khan - The Director's Cut (Two-Disc Special Collector's Edition) DVD
Finishing Your Projects Every great work, every great accomplishment, has been brought into manifestation through holding to the vision, and often just before the big achievement, comes apparent failure and discouragement. Florence Scovel Shinn Art is never finished, only abandoned. Leonardo da Vinci The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good. Gary Kitchen's GameMaker Manual Even if your first game doesn't turn out the way you'd like, it can give you ideas for other games. Christopher Chance K-Power Magazine, April 1984 |
Table of Contents
Aphorisms/Proverbs
If you need a concept or a 'moral of the story' to base a game on, check out these aphorisms/proverbs:
A place for everything and everything in its place
When an item has an assigned place where it should be stored and it's put back there every time, you'll always know where it is if you need it in a hurry. There's also no clutter to trip over when everything is put where it's supposed to go.
Deal with a problem early before it gets too large to handle. For example, a small dragon is easier to kill than a full-grown dragon that is larger than a bus.
A chain is only as strong as its weakest link
In a game, this could be merged with 'nip it in the bud' to get rid of the weakest items or parts before the whole 'chain' fails.
Never put off until tomorrow what you can do today
Sure, it means "don't procrastinate" but you can go further and say "maintenance is preparation for the unexpected." You can't wait until the last second to fix everything because there's not enough time. For example, if you do a small amount of work every day to keep your house clean and tidy, you won't need to run around trying to clean and put things away when unexpected visitors arrive (being irritated and embarrassed that you couldn't get it all done).
One person doesn't have to lose for another person to win. The success of others will provide opportunities that can help everyone succeed.
When you stick your nose into other people's business and try to help, it can feel like you hit a wasps' nest with a baseball bat. The Prime Directive isn't just for Star Trek.
What goes around, comes around
A good or bad action is like a stone thrown into a pond. The ripple will go out, then eventually bounce back to the spot where the stone hit the water.
A bird in the hand is worth two in the bush
Although big risks can bring big rewards, if you get greedy and go for those 'two birds,' you could lose the 'bird' or points or treasure you already had and end up with nothing. Play it safe or risk everything is a nice dilemma that is in many video games.
You'll miss an opportunity if you wait too long. You want to be patient and wait until the time is right, but as soon as the time is right, you better make hay while the sun shines.
Don't count your chickens before they are hatched
This could also be called "don't celebrate until you reach the end zone." This has happened more than once in American football. A guy will slow down and start celebrating as soon as he thinks he's about to reach the end zone, then he'll get tackled. Goodbye touchdown.
An open door may tempt a saint
Don't tempt people. Keep your stuff locked up and out of view or even a saint might be tempted to steal from you.
Let's Make Party 2010: Why do you make games?
Related Links
Do you have multiple programming personalities?
Post early and often or wait until the game is worth looking at?
Creativity Links
10 Steps for Boosting Creativity
Creativity Tools (all kinds of techniques)
Free Online Tools
Video Stimulation
Books Worth Reading
Why You Do It, What To Do About It
A Whack on the Side of the Head
How You Can Be More Creative
A Kick in the Seat of the Pants
Expect the Unexpected or You Won't Find It
A Creativity Tool Based on the Ancient Wisdom of Heraclitus
Tips & Tools for Overclocking Your Brain
The Case Against Competition
1. A Revolution Mindset That Combines Competition and Cooperation
2. The Game Theory Strategy That's Changing the Game of Business
Human Instincts and the Evolution of Cooperation
How People Are Using Cooperative Action to Rebuild Communities and Revitalize the Economy
Cooperative Games and Activities
Joyful Activities For Everyone
Cooperative Games for All Ages, Sizes and Abilities
The Creative Power of Collaboration
Cooperation Links
Quotes on Competition & Cooperation
Emory brain imaging studies reveal biological basis for human cooperation
Cooperative Games That Teach Solidarity
Laziness Links
Perfectionism Links
Say "Screw it" and Do It
One of the reasons why I have a hard time finishing games is that I know my programming skills aren't that great and anything I do will be a disappointment to me, even if others say they like it. I want Imagic or Activision quality, but I don't have all of the skills to make it happen. I just need to say "screw it" and do it. If it's a personal disappointment, big deal. If the game doesn't make their jaws drop and bring tears to their eyes, it doesn't matter as long as it brings players some kind of joy. My best will never be good enough, so just focus on fun and get it done. The goal is to make players happy, to raise their spirits if they're having a rough day, to give them a fun experience where they can take a break from frustration and competition. If I can get close to the goal, it doesn't matter if my code is bloated and the graphics are a personal disappointment. Just get it done.
Duane Alan Hahn
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Disclaimer View this page and any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other.
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